Initial MMD Importer Commit

- This is the initial commit I spent several hours trying to get it up two Avatar Toolkit standard, it does not work yet because there are files missing but I been doing this since 6am and it is 4pm almost, i need food.
- I have also removed as much legacy code as i could, MMD Tools contains so much of it even though there have a 4.2+ only version there have not removed any of the legacy code for pre 4.2.... this is going to take a while.

God I hope this works fine once I am done.
This commit is contained in:
Yusarina
2025-04-03 15:39:03 +01:00
parent 3e3e245a4f
commit 3414ad8917
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# -*- coding: utf-8 -*-
# Copyright 2013 MMD Tools authors
# This file was originally part of the MMD Tools project, However Neoneko has added it to Avatar Toolkit.
# All credit goes to the original authors.
# Please note that some code was modified to fit the needs of Avatar Toolkit and some code may of been removed.
# MMD Tools is licensed under the terms of the GPL-3.0 license which Avatar Toolkit is also licensed under.
# You can find MMD Tools at: https://github.com/MMD-Blender/blender_mmd_tools/
import math
from typing import TYPE_CHECKING, Iterable, Optional, Set
import bpy
from mathutils import Vector
from ..logging_setup import logger
from .. import common
from ..common import ProgressTracker
from ..bpyutils import TransformConstraintOp
# Constants for bone collections
BONE_COLLECTION_CUSTOM_PROPERTY_NAME = "mmd_tools"
BONE_COLLECTION_CUSTOM_PROPERTY_VALUE_SPECIAL = "special collection"
BONE_COLLECTION_CUSTOM_PROPERTY_VALUE_NORMAL = "normal collection"
BONE_COLLECTION_NAME_SHADOW = "mmd_shadow"
BONE_COLLECTION_NAME_DUMMY = "mmd_dummy"
SPECIAL_BONE_COLLECTION_NAMES = [BONE_COLLECTION_NAME_SHADOW, BONE_COLLECTION_NAME_DUMMY]
def remove_constraint(constraints, name):
c = constraints.get(name, None)
if c:
constraints.remove(c)
return True
return False
def remove_edit_bones(edit_bones, bone_names):
for name in bone_names:
b = edit_bones.get(name, None)
if b:
edit_bones.remove(b)
class FnBone:
AUTO_LOCAL_AXIS_ARMS = ("左肩", "左腕", "左ひじ", "左手首", "右腕", "右肩", "右ひじ", "右手首")
AUTO_LOCAL_AXIS_FINGERS = ("親指", "人指", "中指", "薬指", "小指")
AUTO_LOCAL_AXIS_SEMI_STANDARD_ARMS = ("左腕捩", "左手捩", "左肩P", "左ダミー", "右腕捩", "右手捩", "右肩P", "右ダミー")
def __init__(self):
raise NotImplementedError("This class cannot be instantiated.")
@staticmethod
def find_pose_bone_by_bone_id(armature_object: bpy.types.Object, bone_id: int) -> Optional[bpy.types.PoseBone]:
for bone in armature_object.pose.bones:
if bone.mmd_bone.bone_id != bone_id:
continue
return bone
return None
@staticmethod
def __new_bone_id(armature_object: bpy.types.Object) -> int:
return max(b.mmd_bone.bone_id for b in armature_object.pose.bones) + 1
@staticmethod
def get_or_assign_bone_id(pose_bone: bpy.types.PoseBone) -> int:
if pose_bone.mmd_bone.bone_id < 0:
pose_bone.mmd_bone.bone_id = FnBone.__new_bone_id(pose_bone.id_data)
return pose_bone.mmd_bone.bone_id
@staticmethod
def __get_selected_pose_bones(armature_object: bpy.types.Object) -> Iterable[bpy.types.PoseBone]:
if armature_object.mode == "EDIT":
bpy.ops.object.mode_set(mode="OBJECT") # update selected bones
bpy.ops.object.mode_set(mode="EDIT") # back to edit mode
context_selected_bones = bpy.context.selected_pose_bones or bpy.context.selected_bones or []
bones = armature_object.pose.bones
return (bones[b.name] for b in context_selected_bones if not bones[b.name].is_mmd_shadow_bone)
@staticmethod
def setup_special_bone_collections(armature_object: bpy.types.Object) -> bpy.types.Object:
armature: bpy.types.Armature = armature_object.data
bone_collections = armature.collections
for bone_collection_name in SPECIAL_BONE_COLLECTION_NAMES:
if bone_collection_name in bone_collections:
continue
bone_collection = bone_collections.new(bone_collection_name)
FnBone.__set_bone_collection_to_special(bone_collection, is_visible=False)
return armature_object
@staticmethod
def __is_mmd_tools_bone_collection(bone_collection: bpy.types.BoneCollection) -> bool:
return BONE_COLLECTION_CUSTOM_PROPERTY_NAME in bone_collection
@staticmethod
def __is_special_bone_collection(bone_collection: bpy.types.BoneCollection) -> bool:
return BONE_COLLECTION_CUSTOM_PROPERTY_VALUE_SPECIAL == bone_collection.get(BONE_COLLECTION_CUSTOM_PROPERTY_NAME)
@staticmethod
def __set_bone_collection_to_special(bone_collection: bpy.types.BoneCollection, is_visible: bool):
bone_collection[BONE_COLLECTION_CUSTOM_PROPERTY_NAME] = BONE_COLLECTION_CUSTOM_PROPERTY_VALUE_SPECIAL
bone_collection.is_visible = is_visible
@staticmethod
def __is_normal_bone_collection(bone_collection: bpy.types.BoneCollection) -> bool:
return BONE_COLLECTION_CUSTOM_PROPERTY_VALUE_NORMAL == bone_collection.get(BONE_COLLECTION_CUSTOM_PROPERTY_NAME)
@staticmethod
def __set_bone_collection_to_normal(bone_collection: bpy.types.BoneCollection):
bone_collection[BONE_COLLECTION_CUSTOM_PROPERTY_NAME] = BONE_COLLECTION_CUSTOM_PROPERTY_VALUE_NORMAL
@staticmethod
def __set_edit_bone_to_special(edit_bone: bpy.types.EditBone, bone_collection_name: str) -> bpy.types.EditBone:
edit_bone.id_data.collections[bone_collection_name].assign(edit_bone)
edit_bone.use_deform = False
return edit_bone
@staticmethod
def set_edit_bone_to_dummy(edit_bone: bpy.types.EditBone) -> bpy.types.EditBone:
return FnBone.__set_edit_bone_to_special(edit_bone, BONE_COLLECTION_NAME_DUMMY)
@staticmethod
def set_edit_bone_to_shadow(edit_bone: bpy.types.EditBone) -> bpy.types.EditBone:
return FnBone.__set_edit_bone_to_special(edit_bone, BONE_COLLECTION_NAME_SHADOW)
@staticmethod
def __unassign_mmd_tools_bone_collections(edit_bone: bpy.types.EditBone) -> bpy.types.EditBone:
for bone_collection in edit_bone.collections:
if not FnBone.__is_mmd_tools_bone_collection(bone_collection):
continue
bone_collection.unassign(edit_bone)
return edit_bone
@staticmethod
def sync_bone_collections_from_display_item_frames(armature_object: bpy.types.Object):
armature: bpy.types.Armature = armature_object.data
bone_collections = armature.collections
from .model import FnModel
root_object: bpy.types.Object = FnModel.find_root_object(armature_object)
mmd_root: MMDRoot = root_object.mmd_root
bones = armature.bones
used_groups = set()
unassigned_bone_names = {b.name for b in bones}
for frame in mmd_root.display_item_frames:
for item in frame.data:
if item.type == "BONE" and item.name in unassigned_bone_names:
unassigned_bone_names.remove(item.name)
group_name = frame.name
used_groups.add(group_name)
bone_collection = bone_collections.get(group_name)
if bone_collection is None:
bone_collection = bone_collections.new(name=group_name)
FnBone.__set_bone_collection_to_normal(bone_collection)
bone_collection.assign(bones[item.name])
for name in unassigned_bone_names:
for bc in bones[name].collections:
if not FnBone.__is_mmd_tools_bone_collection(bc):
continue
if not FnBone.__is_normal_bone_collection(bc):
continue
bc.unassign(bones[name])
# remove unused bone groups
for bone_collection in bone_collections.values():
if bone_collection.name in used_groups:
continue
if not FnBone.__is_mmd_tools_bone_collection(bone_collection):
continue
if not FnBone.__is_normal_bone_collection(bone_collection):
continue
bone_collections.remove(bone_collection)
@staticmethod
def sync_display_item_frames_from_bone_collections(armature_object: bpy.types.Object):
armature: bpy.types.Armature = armature_object.data
bone_collections: bpy.types.BoneCollections = armature.collections
from .model import FnModel
root_object: bpy.types.Object = FnModel.find_root_object(armature_object)
mmd_root: MMDRoot = root_object.mmd_root
display_item_frames = mmd_root.display_item_frames
used_frame_index: Set[int] = set()
bone_collection: bpy.types.BoneCollection
for bone_collection in bone_collections:
if len(bone_collection.bones) == 0 or FnBone.__is_special_bone_collection(bone_collection):
continue
bone_collection_name = bone_collection.name
display_item_frame: Optional[MMDDisplayItemFrame] = display_item_frames.get(bone_collection_name)
if display_item_frame is None:
display_item_frame = display_item_frames.add()
display_item_frame.name = bone_collection_name
display_item_frame.name_e = bone_collection_name
used_frame_index.add(display_item_frames.find(bone_collection_name))
ItemOp.resize(display_item_frame.data, len(bone_collection.bones))
for display_item, bone in zip(display_item_frame.data, bone_collection.bones):
display_item.type = "BONE"
display_item.name = bone.name
for i in reversed(range(len(display_item_frames))):
if i in used_frame_index:
continue
display_item_frame = display_item_frames[i]
if display_item_frame.is_special:
if display_item_frame.name != "表情":
display_item_frame.data.clear()
else:
display_item_frames.remove(i)
mmd_root.active_display_item_frame = 0
@staticmethod
def load_bone_fixed_axis(armature_object: bpy.types.Object, enable=True):
for b in FnBone.__get_selected_pose_bones(armature_object):
mmd_bone = b.mmd_bone
mmd_bone.enabled_fixed_axis = enable
lock_rotation = b.lock_rotation[:]
if enable:
axes = b.bone.matrix_local.to_3x3().transposed()
if lock_rotation.count(False) == 1:
mmd_bone.fixed_axis = axes[lock_rotation.index(False)].xzy
else:
mmd_bone.fixed_axis = axes[1].xzy # Y-axis
elif all(b.lock_location) and lock_rotation.count(True) > 1 and lock_rotation == (b.lock_ik_x, b.lock_ik_y, b.lock_ik_z):
# unlock transform locks if fixed axis was applied
b.lock_ik_x, b.lock_ik_y, b.lock_ik_z = b.lock_rotation = (False, False, False)
b.lock_location = b.lock_scale = (False, False, False)
@staticmethod
def apply_bone_fixed_axis(armature_object: bpy.types.Object):
with ProgressTracker(bpy.context, 100, "Applying Bone Fixed Axis") as progress:
bone_map = {}
for b in armature_object.pose.bones:
if b.is_mmd_shadow_bone or not b.mmd_bone.enabled_fixed_axis:
continue
mmd_bone = b.mmd_bone
parent_tip = b.parent and not b.parent.is_mmd_shadow_bone and b.parent.mmd_bone.is_tip
bone_map[b.name] = (mmd_bone.fixed_axis.normalized(), mmd_bone.is_tip, parent_tip)
progress.step("Processing bones")
force_align = True
with common.edit_object(armature_object) as data:
bone: bpy.types.EditBone
for bone in data.edit_bones:
if bone.name not in bone_map:
bone.select = False
continue
fixed_axis, is_tip, parent_tip = bone_map[bone.name]
if fixed_axis.length:
axes = [bone.x_axis, bone.y_axis, bone.z_axis]
direction = fixed_axis.normalized().xzy
idx, val = max([(i, direction.dot(v)) for i, v in enumerate(axes)], key=lambda x: abs(x[1]))
idx_1, idx_2 = (idx + 1) % 3, (idx + 2) % 3
axes[idx] = -direction if val < 0 else direction
axes[idx_2] = axes[idx].cross(axes[idx_1])
axes[idx_1] = axes[idx_2].cross(axes[idx])
if parent_tip and bone.use_connect:
bone.use_connect = False
bone.head = bone.parent.head
if force_align:
tail = bone.head + axes[1].normalized() * bone.length
if is_tip or (tail - bone.tail).length > 1e-4:
for c in bone.children:
if c.use_connect:
c.use_connect = False
if is_tip:
c.head = bone.head
bone.tail = tail
bone.align_roll(axes[2])
bone_map[bone.name] = tuple(i != idx for i in range(3))
else:
bone_map[bone.name] = (True, True, True)
bone.select = True
progress.step("Applying locks")
for bone_name, locks in bone_map.items():
b = armature_object.pose.bones[bone_name]
b.lock_location = (True, True, True)
b.lock_ik_x, b.lock_ik_y, b.lock_ik_z = b.lock_rotation = locks
@staticmethod
def load_bone_local_axes(armature_object: bpy.types.Object, enable=True):
for b in FnBone.__get_selected_pose_bones(armature_object):
mmd_bone = b.mmd_bone
mmd_bone.enabled_local_axes = enable
if enable:
axes = b.bone.matrix_local.to_3x3().transposed()
mmd_bone.local_axis_x = axes[0].xzy
mmd_bone.local_axis_z = axes[2].xzy
@staticmethod
def apply_bone_local_axes(armature_object: bpy.types.Object):
with ProgressTracker(bpy.context, 100, "Applying Bone Local Axes") as progress:
bone_map = {}
for b in armature_object.pose.bones:
if b.is_mmd_shadow_bone or not b.mmd_bone.enabled_local_axes:
continue
mmd_bone = b.mmd_bone
bone_map[b.name] = (mmd_bone.local_axis_x, mmd_bone.local_axis_z)
progress.step("Processing bones")
with common.edit_object(armature_object) as data:
bone: bpy.types.EditBone
for bone in data.edit_bones:
if bone.name not in bone_map:
bone.select = False
continue
local_axis_x, local_axis_z = bone_map[bone.name]
FnBone.update_bone_roll(bone, local_axis_x, local_axis_z)
bone.select = True
@staticmethod
def update_bone_roll(edit_bone: bpy.types.EditBone, mmd_local_axis_x, mmd_local_axis_z):
axes = FnBone.get_axes(mmd_local_axis_x, mmd_local_axis_z)
idx, val = max([(i, edit_bone.vector.dot(v)) for i, v in enumerate(axes)], key=lambda x: abs(x[1]))
edit_bone.align_roll(axes[(idx - 1) % 3 if val < 0 else (idx + 1) % 3])
@staticmethod
def get_axes(mmd_local_axis_x, mmd_local_axis_z):
x_axis = Vector(mmd_local_axis_x).normalized().xzy
z_axis = Vector(mmd_local_axis_z).normalized().xzy
y_axis = z_axis.cross(x_axis).normalized()
z_axis = x_axis.cross(y_axis).normalized() # correction
return (x_axis, y_axis, z_axis)
@staticmethod
def apply_auto_bone_roll(armature):
with ProgressTracker(bpy.context, 100, "Applying Auto Bone Roll") as progress:
bone_names = []
for b in armature.pose.bones:
if not b.is_mmd_shadow_bone and not b.mmd_bone.enabled_local_axes and FnBone.has_auto_local_axis(b.mmd_bone.name_j):
bone_names.append(b.name)
progress.step("Processing bones")
with common.edit_object(armature) as data:
bone: bpy.types.EditBone
for bone in data.edit_bones:
if bone.name not in bone_names:
continue
FnBone.update_auto_bone_roll(bone)
bone.select = True
@staticmethod
def update_auto_bone_roll(edit_bone):
# make a triangle face (p1,p2,p3)
p1 = edit_bone.head.copy()
p2 = edit_bone.tail.copy()
p3 = p2.copy()
# translate p3 in xz plane
# the normal vector of the face tracks -Y direction
xz = Vector((p2.x - p1.x, p2.z - p1.z))
xz.normalize()
theta = math.atan2(xz.y, xz.x)
norm = edit_bone.vector.length
p3.z += norm * math.cos(theta)
p3.x -= norm * math.sin(theta)
# calculate the normal vector of the face
y = (p2 - p1).normalized()
z_tmp = (p3 - p1).normalized()
x = y.cross(z_tmp) # normal vector
# z = x.cross(y)
FnBone.update_bone_roll(edit_bone, y.xzy, x.xzy)
@staticmethod
def has_auto_local_axis(name_j):
if name_j:
if name_j in FnBone.AUTO_LOCAL_AXIS_ARMS or name_j in FnBone.AUTO_LOCAL_AXIS_SEMI_STANDARD_ARMS:
return True
for finger_name in FnBone.AUTO_LOCAL_AXIS_FINGERS:
if finger_name in name_j:
return True
return False
@staticmethod
def clean_additional_transformation(armature_object: bpy.types.Object):
logger.info(f"Cleaning additional transformations for {armature_object.name}")
# clean constraints
p_bone: bpy.types.PoseBone
for p_bone in armature_object.pose.bones:
p_bone.mmd_bone.is_additional_transform_dirty = True
constraints = p_bone.constraints
remove_constraint(constraints, "mmd_additional_rotation")
remove_constraint(constraints, "mmd_additional_location")
if remove_constraint(constraints, "mmd_additional_parent"):
p_bone.bone.use_inherit_rotation = True
# clean shadow bones
shadow_bone_types = {
"DUMMY",
"SHADOW",
"ADDITIONAL_TRANSFORM",
"ADDITIONAL_TRANSFORM_INVERT",
}
def __is_at_shadow_bone(b):
return b.is_mmd_shadow_bone and b.mmd_shadow_bone_type in shadow_bone_types
shadow_bone_names = [b.name for b in armature_object.pose.bones if __is_at_shadow_bone(b)]
if len(shadow_bone_names) > 0:
with common.edit_object(armature_object) as data:
remove_edit_bones(data.edit_bones, shadow_bone_names)
@staticmethod
def apply_additional_transformation(armature_object: bpy.types.Object):
with ProgressTracker(bpy.context, 100, "Applying Additional Transformations") as progress:
def __is_dirty_bone(b):
if b.is_mmd_shadow_bone:
return False
mmd_bone = b.mmd_bone
if mmd_bone.has_additional_rotation or mmd_bone.has_additional_location:
return True
return mmd_bone.is_additional_transform_dirty
dirty_bones = [b for b in armature_object.pose.bones if __is_dirty_bone(b)]
progress.step("Setting up constraints")
# setup constraints
shadow_bone_pool = []
for p_bone in dirty_bones:
sb = FnBone.__setup_constraints(p_bone)
if sb:
shadow_bone_pool.append(sb)
progress.step("Setting up shadow bones")
# setup shadow bones
with common.edit_object(armature_object) as data:
edit_bones = data.edit_bones
for sb in shadow_bone_pool:
sb.update_edit_bones(edit_bones)
pose_bones = armature_object.pose.bones
for sb in shadow_bone_pool:
sb.update_pose_bones(pose_bones)
progress.step("Finalizing")
# finish
for p_bone in dirty_bones:
p_bone.mmd_bone.is_additional_transform_dirty = False
@staticmethod
def __setup_constraints(p_bone):
bone_name = p_bone.name
mmd_bone = p_bone.mmd_bone
influence = mmd_bone.additional_transform_influence
target_bone = mmd_bone.additional_transform_bone
mute_rotation = not mmd_bone.has_additional_rotation
mute_location = not mmd_bone.has_additional_location
constraints = p_bone.constraints
if not target_bone or (mute_rotation and mute_location) or influence == 0:
rot = remove_constraint(constraints, "mmd_additional_rotation")
loc = remove_constraint(constraints, "mmd_additional_location")
if rot or loc:
return _AT_ShadowBoneRemove(bone_name)
return None
shadow_bone = _AT_ShadowBoneCreate(bone_name, target_bone)
def __config(name, mute, map_type, value):
if mute:
remove_constraint(constraints, name)
return
c = TransformConstraintOp.create(constraints, name, map_type)
c.target = p_bone.id_data
shadow_bone.add_constraint(c)
TransformConstraintOp.update_min_max(c, value, influence)
__config("mmd_additional_rotation", mute_rotation, "ROTATION", math.pi)
__config("mmd_additional_location", mute_location, "LOCATION", 100)
return shadow_bone
@staticmethod
def update_additional_transform_influence(pose_bone: bpy.types.PoseBone):
influence = pose_bone.mmd_bone.additional_transform_influence
constraints = pose_bone.constraints
c = constraints.get("mmd_additional_rotation", None)
TransformConstraintOp.update_min_max(c, math.pi, influence)
c = constraints.get("mmd_additional_location", None)
TransformConstraintOp.update_min_max(c, 100, influence)
class MigrationFnBone:
"""Migration Functions for old MMD models broken by bugs or issues"""
@staticmethod
def fix_mmd_ik_limit_override(armature_object: bpy.types.Object):
with ProgressTracker(bpy.context, 100, "Fixing MMD IK Limit Override") as progress:
pose_bone: bpy.types.PoseBone
for pose_bone in armature_object.pose.bones:
constraint: bpy.types.Constraint
for constraint in pose_bone.constraints:
if constraint.type == "LIMIT_ROTATION" and "mmd_ik_limit_override" in constraint.name:
constraint.owner_space = "LOCAL"
progress.step("Fixed IK limit overrides")
class _AT_ShadowBoneRemove:
def __init__(self, bone_name):
self.__shadow_bone_names = ("_dummy_" + bone_name, "_shadow_" + bone_name)
def update_edit_bones(self, edit_bones):
remove_edit_bones(edit_bones, self.__shadow_bone_names)
def update_pose_bones(self, pose_bones):
pass
class _AT_ShadowBoneCreate:
def __init__(self, bone_name, target_bone_name):
self.__dummy_bone_name = "_dummy_" + bone_name
self.__shadow_bone_name = "_shadow_" + bone_name
self.__bone_name = bone_name
self.__target_bone_name = target_bone_name
self.__constraint_pool = []
def __is_well_aligned(self, bone0, bone1):
return bone0.x_axis.dot(bone1.x_axis) > 0.99 and bone0.y_axis.dot(bone1.y_axis) > 0.99
def __update_constraints(self, use_shadow=True):
subtarget = self.__shadow_bone_name if use_shadow else self.__target_bone_name
for c in self.__constraint_pool:
c.subtarget = subtarget
def add_constraint(self, constraint):
self.__constraint_pool.append(constraint)
def update_edit_bones(self, edit_bones):
bone = edit_bones[self.__bone_name]
target_bone = edit_bones[self.__target_bone_name]
if bone != target_bone and self.__is_well_aligned(bone, target_bone):
_AT_ShadowBoneRemove(self.__bone_name).update_edit_bones(edit_bones)
return
dummy_bone_name = self.__dummy_bone_name
dummy = edit_bones.get(dummy_bone_name, None) or FnBone.set_edit_bone_to_dummy(edit_bones.new(name=dummy_bone_name))
dummy.parent = target_bone
dummy.head = target_bone.head
dummy.tail = dummy.head + bone.tail - bone.head
dummy.roll = bone.roll
shadow_bone_name = self.__shadow_bone_name
shadow = edit_bones.get(shadow_bone_name, None) or FnBone.set_edit_bone_to_shadow(edit_bones.new(name=shadow_bone_name))
shadow.parent = target_bone.parent
shadow.head = dummy.head
shadow.tail = dummy.tail
shadow.roll = bone.roll
def update_pose_bones(self, pose_bones):
if self.__shadow_bone_name not in pose_bones:
self.__update_constraints(use_shadow=False)
return
dummy_p_bone = pose_bones[self.__dummy_bone_name]
dummy_p_bone.is_mmd_shadow_bone = True
dummy_p_bone.mmd_shadow_bone_type = "DUMMY"
shadow_p_bone = pose_bones[self.__shadow_bone_name]
shadow_p_bone.is_mmd_shadow_bone = True
shadow_p_bone.mmd_shadow_bone_type = "SHADOW"
if "mmd_tools_at_dummy" not in shadow_p_bone.constraints:
c = shadow_p_bone.constraints.new("COPY_TRANSFORMS")
c.name = "mmd_tools_at_dummy"
c.target = dummy_p_bone.id_data
c.subtarget = dummy_p_bone.name
c.target_space = "POSE"
c.owner_space = "POSE"
self.__update_constraints()
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# -*- coding: utf-8 -*-
# Copyright 2013 MMD Tools authors
# This file was originally part of the MMD Tools project, However Neoneko has added it to Avatar Toolkit.
# All credit goes to the original authors.
# Please note that some code was modified to fit the needs of Avatar Toolkit and some code may of been removed.
# MMD Tools is licensed under the terms of the GPL-3.0 license which Avatar Toolkit is also licensed under.
# You can find MMD Tools at: https://github.com/MMD-Blender/blender_mmd_tools/
import contextlib
from typing import Generator, List, Optional, TypeVar, Dict, Any, Set, Tuple, Type
import bpy
from bpy.types import Object, Material, Context
from mathutils import Vector, Matrix
from ...logging_setup import logger
from ...addon_preferences import get_preference, save_preference
class __EditMode:
"""Context manager for edit mode operations"""
def __init__(self, obj: Object):
if not isinstance(obj, bpy.types.Object):
raise ValueError("Expected a Blender Object")
self.__prevMode = obj.mode
self.__obj = obj
self.__obj_select = obj.select_get()
with select_object(obj):
if obj.mode != "EDIT":
bpy.ops.object.mode_set(mode="EDIT")
def __enter__(self):
return self.__obj.data
def __exit__(self, type, value, traceback):
if self.__prevMode == "EDIT":
bpy.ops.object.mode_set(mode="OBJECT") # update edited data
bpy.ops.object.mode_set(mode=self.__prevMode)
self.__obj.select_set(self.__obj_select)
class __SelectObjects:
"""Context manager for object selection operations"""
def __init__(self, active_object: Object, selected_objects: Optional[List[Object]] = None):
if not isinstance(active_object, bpy.types.Object):
raise ValueError("Expected a Blender Object")
try:
bpy.ops.object.mode_set(mode="OBJECT")
except Exception:
pass
context = FnContext.ensure_context()
for i in context.selected_objects:
i.select_set(False)
self.__active_object = active_object
self.__selected_objects = tuple(set(selected_objects) | set([active_object])) if selected_objects else (active_object,)
self.__hides: List[bool] = []
for i in self.__selected_objects:
self.__hides.append(i.hide_get())
FnContext.select_object(context, i)
FnContext.set_active_object(context, active_object)
def __enter__(self) -> Object:
return self.__active_object
def __exit__(self, type, value, traceback):
for i, j in zip(self.__selected_objects, self.__hides):
i.hide_set(j)
def setParent(obj: Object, parent: Object) -> None:
"""Set parent relationship between objects"""
with select_object(parent, objects=[parent, obj]):
bpy.ops.object.parent_set(type="OBJECT", xmirror=False, keep_transform=False)
def setParentToBone(obj: Object, parent: Object, bone_name: str) -> None:
"""Set parent relationship to a specific bone"""
with select_object(parent, objects=[parent, obj]):
bpy.ops.object.mode_set(mode="POSE")
parent.data.bones.active = parent.data.bones[bone_name]
bpy.ops.object.parent_set(type="BONE", xmirror=False, keep_transform=False)
bpy.ops.object.mode_set(mode="OBJECT")
def edit_object(obj: Object):
"""Set the object interaction mode to 'EDIT'
It is recommended to use 'edit_object' with 'with' statement like the following code.
with edit_object:
some functions...
"""
return __EditMode(obj)
def select_object(obj: Object, objects: Optional[List[Object]] = None):
"""Select objects.
It is recommended to use 'select_object' with 'with' statement like the following code.
This function can select "hidden" objects safely.
with select_object(obj):
some functions...
"""
return __SelectObjects(obj, objects)
def duplicateObject(obj: Object, total_len: int) -> List[Object]:
"""Duplicate an object multiple times"""
return FnContext.duplicate_object(FnContext.ensure_context(), obj, total_len)
def createObject(name: str = "Object", object_data: Optional[Any] = None, target_scene: Optional[Any] = None) -> Object:
"""Create a new object and link it to the scene"""
context = FnContext.ensure_context(target_scene)
return FnContext.set_active_object(context, FnContext.new_and_link_object(context, name, object_data))
def makeSphere(segment: int = 8, ring_count: int = 5, radius: float = 1.0, target_object: Optional[Object] = None) -> Object:
"""Create a sphere mesh object"""
import bmesh
if target_object is None:
target_object = createObject(name="Sphere")
mesh = target_object.data
bm = bmesh.new()
bmesh.ops.create_uvsphere(
bm,
u_segments=segment,
v_segments=ring_count,
radius=radius,
)
for f in bm.faces:
f.smooth = True
bm.to_mesh(mesh)
bm.free()
return target_object
def makeBox(size: Tuple[float, float, float] = (1, 1, 1), target_object: Optional[Object] = None) -> Object:
"""Create a box mesh object"""
import bmesh
from mathutils import Matrix
if target_object is None:
target_object = createObject(name="Box")
mesh = target_object.data
bm = bmesh.new()
bmesh.ops.create_cube(
bm,
size=2,
matrix=Matrix([[size[0], 0, 0, 0], [0, size[1], 0, 0], [0, 0, size[2], 0], [0, 0, 0, 1]]),
)
for f in bm.faces:
f.smooth = True
bm.to_mesh(mesh)
bm.free()
return target_object
def makeCapsule(segment: int = 8, ring_count: int = 2, radius: float = 1.0, height: float = 1.0, target_object: Optional[Object] = None) -> Object:
"""Create a capsule mesh object"""
import math
import bmesh
if target_object is None:
target_object = createObject(name="Capsule")
height = max(height, 1e-3)
mesh = target_object.data
bm = bmesh.new()
verts = bm.verts
top = (0, 0, height / 2 + radius)
verts.new(top)
f = lambda i: radius * math.sin(0.5 * math.pi * i / ring_count)
for i in range(ring_count, 0, -1):
z = f(i - 1)
t = math.sqrt(radius**2 - z**2)
for j in range(segment):
theta = 2 * math.pi / segment * j
x = t * math.sin(-theta)
y = t * math.cos(-theta)
verts.new((x, y, z + height / 2))
for i in range(ring_count):
z = -f(i)
t = math.sqrt(radius**2 - z**2)
for j in range(segment):
theta = 2 * math.pi / segment * j
x = t * math.sin(-theta)
y = t * math.cos(-theta)
verts.new((x, y, z - height / 2))
bottom = (0, 0, -(height / 2 + radius))
verts.new(bottom)
if hasattr(verts, "ensure_lookup_table"):
verts.ensure_lookup_table()
faces = bm.faces
for i in range(1, segment):
faces.new([verts[x] for x in (0, i, i + 1)])
faces.new([verts[x] for x in (0, segment, 1)])
offset = segment + 1
for i in range(ring_count * 2 - 1):
for j in range(segment - 1):
t = offset + j
faces.new([verts[x] for x in (t - segment, t, t + 1, t - segment + 1)])
faces.new([verts[x] for x in (offset - 1, offset + segment - 1, offset, offset - segment)])
offset += segment
for i in range(segment - 1):
t = offset + i
faces.new([verts[x] for x in (t - segment, offset, t - segment + 1)])
faces.new([verts[x] for x in (offset - 1, offset, offset - segment)])
for f in bm.faces:
f.smooth = True
bm.normal_update()
bm.to_mesh(mesh)
bm.free()
return target_object
class TransformConstraintOp:
"""Helper class for transform constraints"""
__MIN_MAX_MAP = {"ROTATION": "_rot", "SCALE": "_scale"}
@staticmethod
def create(constraints, name: str, map_type: str):
"""Create a transform constraint"""
c = constraints.get(name, None)
if c and c.type != "TRANSFORM":
constraints.remove(c)
c = None
if c is None:
c = constraints.new("TRANSFORM")
c.name = name
c.use_motion_extrapolate = True
c.target_space = c.owner_space = "LOCAL"
c.map_from = c.map_to = map_type
c.map_to_x_from = "X"
c.map_to_y_from = "Y"
c.map_to_z_from = "Z"
c.influence = 1
return c
@classmethod
def min_max_attributes(cls, map_type: str, name_id: str = "") -> Tuple[str, ...]:
"""Get min/max attribute names for a constraint type"""
key = (map_type, name_id)
ret = cls.__MIN_MAX_MAP.get(key, None)
if ret is None:
defaults = (i + j + k for i in ("from_", "to_") for j in ("min_", "max_") for k in "xyz")
extension = cls.__MIN_MAX_MAP.get(map_type, "")
ret = cls.__MIN_MAX_MAP[key] = tuple(n + extension for n in defaults if name_id in n)
return ret
@classmethod
def update_min_max(cls, constraint, value: float, influence: Optional[float] = 1):
"""Update min/max values for a constraint"""
c = constraint
if not c or c.type != "TRANSFORM":
return
for attr in cls.min_max_attributes(c.map_from, "from_min"):
setattr(c, attr, -value)
for attr in cls.min_max_attributes(c.map_from, "from_max"):
setattr(c, attr, value)
if influence is None:
return
for attr in cls.min_max_attributes(c.map_to, "to_min"):
setattr(c, attr, -value * influence)
for attr in cls.min_max_attributes(c.map_to, "to_max"):
setattr(c, attr, value * influence)
class FnObject:
"""Function collection for object operations"""
def __init__(self):
raise NotImplementedError("This class is not expected to be instantiated.")
@staticmethod
def mesh_remove_shape_key(mesh_object: Object, shape_key: bpy.types.ShapeKey) -> None:
"""Remove a shape key from a mesh object, cleaning up drivers"""
assert isinstance(mesh_object.data, bpy.types.Mesh)
key: bpy.types.Key = shape_key.id_data
assert key == mesh_object.data.shape_keys
if mesh_object.animation_data is not None:
for fc_curve in mesh_object.animation_data.drivers:
if not fc_curve.data_path.startswith(shape_key.path_from_id()):
continue
mesh_object.driver_remove(fc_curve.data_path)
key_blocks = key.key_blocks
last_index = mesh_object.active_shape_key_index or 0
if last_index >= key_blocks.find(shape_key.name):
last_index = max(0, last_index - 1)
mesh_object.shape_key_remove(shape_key)
mesh_object.active_shape_key_index = min(last_index, len(key_blocks) - 1)
T = TypeVar("T")
class FnContext:
"""Function collection for context operations"""
def __init__(self):
raise NotImplementedError("This class is not expected to be instantiated.")
@staticmethod
def ensure_context(context: Optional[Context] = None) -> Context:
"""Get a valid context, using bpy.context if none provided"""
return context or bpy.context
@staticmethod
def get_active_object(context: Context) -> Optional[Object]:
"""Get the active object from context safely"""
if context is None or not hasattr(context, 'active_object'):
return None
return context.active_object
@staticmethod
def set_active_object(context: Context, obj: Object) -> Object:
"""Set the active object in context"""
context.view_layer.objects.active = obj
return obj
@staticmethod
def set_active_and_select_single_object(context: Context, obj: Object) -> Object:
"""Set an object as active and the only selected object"""
return FnContext.set_active_object(context, FnContext.select_single_object(context, obj))
@staticmethod
def get_scene_objects(context: Context) -> List[Object]:
"""Get all objects in the scene safely"""
if context is None or not hasattr(context, 'scene') or not hasattr(context.scene, 'objects'):
return []
return context.scene.objects
@staticmethod
def ensure_selectable(context: Context, obj: Object) -> Object:
"""Make sure an object is selectable by unhiding it and its collections"""
obj.hide_viewport = False
obj.hide_select = False
obj.hide_set(False)
if obj not in context.selectable_objects:
def __layer_check(layer_collection: bpy.types.LayerCollection) -> bool:
for lc in layer_collection.children:
if __layer_check(lc):
lc.hide_viewport = False
lc.collection.hide_viewport = False
lc.collection.hide_select = False
return True
if obj in layer_collection.collection.objects.values():
if layer_collection.exclude:
layer_collection.exclude = False
return True
return False
selected_objects = set(context.selected_objects)
__layer_check(context.view_layer.layer_collection)
if len(context.selected_objects) != len(selected_objects):
for i in context.selected_objects:
if i not in selected_objects:
i.select_set(False)
return obj
@staticmethod
def select_object(context: Context, obj: Object) -> Object:
"""Select an object in the context"""
FnContext.ensure_selectable(context, obj).select_set(True)
return obj
@staticmethod
def select_objects(context: Context, *objects: Object) -> List[Object]:
"""Select multiple objects in the context"""
return [FnContext.select_object(context, obj) for obj in objects]
@staticmethod
def select_single_object(context: Context, obj: Object) -> Object:
"""Select only the specified object, deselecting all others"""
for i in context.selected_objects:
if i != obj:
i.select_set(False)
return FnContext.select_object(context, obj)
@staticmethod
def link_object(context: Context, obj: Object) -> Object:
"""Link an object to the active collection"""
context.collection.objects.link(obj)
return obj
@staticmethod
def new_and_link_object(context: Context, name: str, object_data: Optional[Any]) -> Object:
"""Create a new object and link it to the active collection"""
return FnContext.link_object(context, bpy.data.objects.new(name=name, object_data=object_data))
@staticmethod
def duplicate_object(context: Context, object_to_duplicate: Object, target_count: int) -> List[Object]:
"""
Duplicate an object to reach the target count.
Args:
context: The context in which the duplication is performed
object_to_duplicate: The object to be duplicated
target_count: The desired count of duplicated objects
Returns:
A list of duplicated objects
"""
for o in context.selected_objects:
o.select_set(False)
object_to_duplicate.select_set(True)
assert len(context.selected_objects) == 1
assert context.selected_objects[0] == object_to_duplicate
last_selected_objects = result_objects = [object_to_duplicate]
while len(result_objects) < target_count:
bpy.ops.object.duplicate()
result_objects.extend(context.selected_objects)
remain = target_count - len(result_objects) - len(context.selected_objects)
if remain < 0:
last_selected_objects = context.selected_objects
for i in range(-remain):
last_selected_objects[i].select_set(False)
else:
for i in range(min(remain, len(last_selected_objects))):
last_selected_objects[i].select_set(True)
last_selected_objects = context.selected_objects
assert len(result_objects) == target_count
return result_objects
@staticmethod
def find_user_layer_collection_by_object(context: Context, target_object: Object) -> Optional[bpy.types.LayerCollection]:
"""
Find the layer collection containing the target object.
Args:
context: The Blender context
target_object: The target object to find the layer collection for
Returns:
The layer collection containing the target object, or None if not found
"""
scene_layer_collection: bpy.types.LayerCollection = context.view_layer.layer_collection
def find_layer_collection_by_name(layer_collection: bpy.types.LayerCollection, name: str) -> Optional[bpy.types.LayerCollection]:
if layer_collection.name == name:
return layer_collection
for child_layer_collection in layer_collection.children:
found = find_layer_collection_by_name(child_layer_collection, name)
if found is not None:
return found
return None
for user_collection in target_object.users_collection:
found = find_layer_collection_by_name(scene_layer_collection, user_collection.name)
if found is not None:
return found
return None
@staticmethod
@contextlib.contextmanager
def temp_override_active_layer_collection(context: Context, target_object: Object) -> Generator[Context, None, None]:
"""
Temporarily override the active layer collection to the one containing the target object.
Args:
context: The context to modify
target_object: The object whose collection should become active
Yields:
The modified context
"""
original_layer_collection = context.view_layer.active_layer_collection
target_layer_collection = FnContext.find_user_layer_collection_by_object(context, target_object)
if target_layer_collection is not None:
context.view_layer.active_layer_collection = target_layer_collection
try:
yield context
finally:
if context.view_layer.active_layer_collection.name != original_layer_collection.name:
context.view_layer.active_layer_collection = original_layer_collection
@staticmethod
@contextlib.contextmanager
def temp_override_objects(
context: Context,
active_object: Optional[Object] = None,
selected_objects: Optional[List[Object]] = None,
**keywords
) -> Generator[Context, None, None]:
"""Create a temporary context override for object operations using Blender 4.4+ temp_override."""
override_dict = {}
if active_object is not None:
override_dict["active_object"] = active_object
override_dict["object"] = active_object
if selected_objects is not None:
override_dict["selected_objects"] = selected_objects
override_dict["selected_editable_objects"] = selected_objects
override_dict.update(keywords)
with context.temp_override(**override_dict) as override_context:
yield override_context
@staticmethod
def get_preference(key: str, default: T = None) -> T:
"""
Get a preference value using Avatar Toolkit's preference system."""
return get_preference(key, default)
@staticmethod
def save_preference(key: str, value: Any) -> None:
"""Save a preference value using Avatar Toolkit's preference system."""
save_preference(key, value)
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# -*- coding: utf-8 -*-
# Copyright 2013 MMD Tools authors
# This file was originally part of the MMD Tools project, However Neoneko has added it to Avatar Toolkit.
# All credit goes to the original authors.
# Please note that some code was modified to fit the needs of Avatar Toolkit and some code may of been removed.
# MMD Tools is licensed under the terms of the GPL-3.0 license which Avatar Toolkit is also licensed under.
# You can find MMD Tools at: https://github.com/MMD-Blender/blender_mmd_tools/
import logging
import os
import re
from typing import Callable, Optional, Set, List, Dict, Any
import bpy
from bpy.types import Object, Context, Bone, PoseBone
from ...logging_setup import logger
from .bpyutils import FnContext
def selectAObject(obj: Object) -> None:
"""Select a single object and make it active"""
try:
bpy.ops.object.mode_set(mode="OBJECT")
except Exception:
logger.debug(f"Failed to set object mode for {obj.name}")
bpy.ops.object.select_all(action="DESELECT")
FnContext.select_object(FnContext.ensure_context(), obj)
FnContext.set_active_object(FnContext.ensure_context(), obj)
def enterEditMode(obj: Object) -> None:
"""Enter edit mode for the specified object"""
selectAObject(obj)
if obj.mode != "EDIT":
bpy.ops.object.mode_set(mode="EDIT")
def setParentToBone(obj: Object, parent: Object, bone_name: str) -> None:
"""Set an object's parent to a specific bone"""
selectAObject(obj)
FnContext.set_active_object(FnContext.ensure_context(), parent)
bpy.ops.object.mode_set(mode="POSE")
parent.data.bones.active = parent.data.bones[bone_name]
bpy.ops.object.parent_set(type="BONE", keep_transform=False)
bpy.ops.object.mode_set(mode="OBJECT")
def selectSingleBone(context: Context, armature: Object, bone_name: str, reset_pose: bool = False) -> None:
"""Select a single bone in an armature"""
try:
bpy.ops.object.mode_set(mode="OBJECT")
except Exception:
logger.debug(f"Failed to set object mode for bone selection: {bone_name}")
for i in context.selected_objects:
i.select_set(False)
FnContext.set_active_object(context, armature)
bpy.ops.object.mode_set(mode="POSE")
if reset_pose:
for p_bone in armature.pose.bones:
p_bone.matrix_basis.identity()
armature_bones = armature.data.bones
for bone in armature_bones:
bone.select = bone.name == bone_name
bone.select_head = bone.select_tail = bone.select
if bone.select:
armature_bones.active = bone
bone.hide = False
# Regular expressions for name conversion
__CONVERT_NAME_TO_L_REGEXP = re.compile("^(.*)左(.*)$")
__CONVERT_NAME_TO_R_REGEXP = re.compile("^(.*)右(.*)$")
def convertNameToLR(name: str, use_underscore: bool = False) -> str:
"""Convert Japanese left/right naming to Blender's L/R convention"""
m = __CONVERT_NAME_TO_L_REGEXP.match(name)
delimiter = "_" if use_underscore else "."
if m:
name = m.group(1) + m.group(2) + delimiter + "L"
m = __CONVERT_NAME_TO_R_REGEXP.match(name)
if m:
name = m.group(1) + m.group(2) + delimiter + "R"
return name
__CONVERT_L_TO_NAME_REGEXP = re.compile(r"(?P<lr>(?P<separator>[._])[lL])(?P<after>($|(?P=separator)))")
__CONVERT_R_TO_NAME_REGEXP = re.compile(r"(?P<lr>(?P<separator>[._])[rR])(?P<after>($|(?P=separator)))")
def convertLRToName(name: str) -> str:
"""Convert Blender's L/R convention to Japanese left/right naming"""
match = __CONVERT_L_TO_NAME_REGEXP.search(name)
if match:
return f"{name[0:match.start()]}{match['after']}{name[match.end():]}"
match = __CONVERT_R_TO_NAME_REGEXP.search(name)
if match:
return f"{name[0:match.start()]}{match['after']}{name[match.end():]}"
return name
def mergeVertexGroup(meshObj: Object, src_vertex_group_name: str, dest_vertex_group_name: str) -> None:
"""Merge weights from source vertex group to destination vertex group"""
mesh = meshObj.data
src_vertex_group = meshObj.vertex_groups[src_vertex_group_name]
dest_vertex_group = meshObj.vertex_groups[dest_vertex_group_name]
vtxIndex = src_vertex_group.index
for v in mesh.vertices:
try:
gi = [i.group for i in v.groups].index(vtxIndex)
dest_vertex_group.add([v.index], v.groups[gi].weight, "ADD")
except ValueError:
pass
def separateByMaterials(meshObj: Object) -> None:
"""Separate a mesh object by materials"""
if len(meshObj.data.materials) < 2:
selectAObject(meshObj)
return
matrix_parent_inverse = meshObj.matrix_parent_inverse.copy()
prev_parent = meshObj.parent
dummy_parent = bpy.data.objects.new(name="tmp", object_data=None)
bpy.context.collection.objects.link(dummy_parent)
meshObj.parent = dummy_parent
meshObj.active_shape_key_index = 0
try:
enterEditMode(meshObj)
bpy.ops.mesh.select_all(action="SELECT")
bpy.ops.mesh.separate(type="MATERIAL")
finally:
bpy.ops.object.mode_set(mode="OBJECT")
for i in dummy_parent.children:
materials = i.data.materials
i.name = getattr(materials[0], "name", "None") if len(materials) else "None"
i.parent = prev_parent
i.matrix_parent_inverse = matrix_parent_inverse
bpy.data.objects.remove(dummy_parent)
def clearUnusedMeshes() -> None:
"""Remove unused mesh data blocks"""
meshes_to_delete = []
for mesh in bpy.data.meshes:
if mesh.users == 0:
meshes_to_delete.append(mesh)
for mesh in meshes_to_delete:
bpy.data.meshes.remove(mesh)
def makePmxBoneMap(armObj: Object) -> Dict[str, PoseBone]:
"""Create a mapping from bone names to pose bones"""
return {(i.mmd_bone.name_j or i.name): i for i in armObj.pose.bones}
__REMOVE_PREFIX_DIGITS_REGEXP = re.compile(r"\.\d{1,}$")
def unique_name(name: str, used_names: Set[str]) -> str:
"""Create a unique name that doesn't exist in the used_names set
Args:
name (str): The name to make unique
used_names (Set[str]): A set of names that are already used
Returns:
str: The unique name, formatted as "{name}.{number:03d}"
"""
if name not in used_names:
return name
count = 1
new_name = orig_name = __REMOVE_PREFIX_DIGITS_REGEXP.sub("", name)
while new_name in used_names:
new_name = f"{orig_name}.{count:03d}"
count += 1
return new_name
def saferelpath(path: str, start: str, strategy: str = "inside") -> str:
"""Safely get a relative path, handling different drive issues on Windows
Strategies:
- inside: returns the basename of the path
- outside: prepends '..' to the basename if on different drive
- absolute: returns the absolute path
"""
if strategy == "inside":
return os.path.basename(path)
if strategy == "absolute":
return os.path.abspath(path)
if strategy == "outside" and os.name == "nt":
d1, _ = os.path.splitdrive(path)
d2, _ = os.path.splitdrive(start)
if d1 != d2:
return ".." + os.sep + os.path.basename(path)
return os.path.relpath(path, start)
class ItemOp:
"""Operations for managing collections of items"""
@staticmethod
def get_by_index(items: List[Any], index: int) -> Optional[Any]:
"""Get an item by index with bounds checking"""
if 0 <= index < len(items):
return items[index]
return None
@staticmethod
def resize(items: bpy.types.bpy_prop_collection, length: int) -> None:
"""Resize a collection to the specified length"""
count = length - len(items)
if count > 0:
for i in range(count):
items.add()
elif count < 0:
for i in range(-count):
items.remove(length)
@staticmethod
def add_after(items: bpy.types.bpy_prop_collection, index: int) -> tuple:
"""Add a new item after the specified index"""
index_end = len(items)
index = max(0, min(index_end, index + 1))
items.add()
items.move(index_end, index)
return items[index], index
class ItemMoveOp:
"""Operations for moving items in collections"""
@staticmethod
def move(items: bpy.types.bpy_prop_collection, index: int, move_type: str,
index_min: int = 0, index_max: Optional[int] = None) -> int:
"""Move an item in a collection
Args:
items: The collection to modify
index: Current index of the item
move_type: Type of move ('UP', 'DOWN', 'TOP', 'BOTTOM')
index_min: Minimum allowed index
index_max: Maximum allowed index
Returns:
int: The new index after moving
"""
if index_max is None:
index_max = len(items) - 1
else:
index_max = min(index_max, len(items) - 1)
index_min = min(index_min, index_max)
if index < index_min:
items.move(index, index_min)
return index_min
elif index > index_max:
items.move(index, index_max)
return index_max
index_new = index
if move_type == "UP":
index_new = max(index_min, index - 1)
elif move_type == "DOWN":
index_new = min(index + 1, index_max)
elif move_type == "TOP":
index_new = index_min
elif move_type == "BOTTOM":
index_new = index_max
if index_new != index:
items.move(index, index_new)
return index_new
+697
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@@ -0,0 +1,697 @@
# -*- coding: utf-8 -*-
# Copyright 2013 MMD Tools authors
# This file was originally part of the MMD Tools project, However Neoneko has added it to Avatar Toolkit.
# All credit goes to the original authors.
# Please note that some code was modified to fit the needs of Avatar Toolkit and some code may of been removed.
# MMD Tools is licensed under the terms of the GPL-3.0 license which Avatar Toolkit is also licensed under.
# You can find MMD Tools at: https://github.com/MMD-Blender/blender_mmd_tools/
import logging
import os
from typing import TYPE_CHECKING, Callable, Iterable, Optional, Tuple, cast
import bpy
from mathutils import Vector
from ..logging_setup import logger
from .exceptions import MaterialNotFoundError
from .shader import _NodeGroupUtils
if TYPE_CHECKING:
from ..properties.material import MMDMaterial
# Constants for sphere modes
SPHERE_MODE_OFF = 0
SPHERE_MODE_MULT = 1
SPHERE_MODE_ADD = 2
SPHERE_MODE_SUBTEX = 3
class FnMaterial:
__NODES_ARE_READONLY: bool = False
def __init__(self, material: bpy.types.Material):
self.__material = material
self._nodes_are_readonly = FnMaterial.__NODES_ARE_READONLY
logger.debug(f"Initializing FnMaterial for {material.name}")
@staticmethod
def set_nodes_are_readonly(nodes_are_readonly: bool):
FnMaterial.__NODES_ARE_READONLY = nodes_are_readonly
@classmethod
def from_material_id(cls, material_id: str):
for material in bpy.data.materials:
if material.mmd_material.material_id == material_id:
return cls(material)
return None
@staticmethod
def clean_materials(obj, can_remove: Callable[[bpy.types.Material], bool]):
materials = obj.data.materials
materials_pop = materials.pop
for i in sorted((x for x, m in enumerate(materials) if can_remove(m)), reverse=True):
m = materials_pop(index=i)
if m.users < 1:
bpy.data.materials.remove(m)
@staticmethod
def swap_materials(mesh_object: bpy.types.Object, mat1_ref: str | int, mat2_ref: str | int, reverse=False, swap_slots=False) -> Tuple[bpy.types.Material, bpy.types.Material]:
"""
This method will assign the polygons of mat1 to mat2.
If reverse is True it will also swap the polygons assigned to mat2 to mat1.
The reference to materials can be indexes or names
Finally it will also swap the material slots if the option is given.
Args:
mesh_object (bpy.types.Object): The mesh object
mat1_ref (str | int): The reference to the first material
mat2_ref (str | int): The reference to the second material
reverse (bool, optional): If true it will also swap the polygons assigned to mat2 to mat1. Defaults to False.
swap_slots (bool, optional): If true it will also swap the material slots. Defaults to False.
Retruns:
Tuple[bpy.types.Material, bpy.types.Material]: The swapped materials
Raises:
MaterialNotFoundError: If one of the materials is not found
"""
mesh = cast(bpy.types.Mesh, mesh_object.data)
try:
# Try to find the materials
mat1 = mesh.materials[mat1_ref]
mat2 = mesh.materials[mat2_ref]
if None in (mat1, mat2):
raise MaterialNotFoundError()
except (KeyError, IndexError) as exc:
# Wrap exceptions within our custom ones
raise MaterialNotFoundError() from exc
mat1_idx = mesh.materials.find(mat1.name)
mat2_idx = mesh.materials.find(mat2.name)
# Swap polygons
for poly in mesh.polygons:
if poly.material_index == mat1_idx:
poly.material_index = mat2_idx
elif reverse and poly.material_index == mat2_idx:
poly.material_index = mat1_idx
# Swap slots if specified
if swap_slots:
mesh_object.material_slots[mat1_idx].material = mat2
mesh_object.material_slots[mat2_idx].material = mat1
return mat1, mat2
@staticmethod
def fixMaterialOrder(meshObj: bpy.types.Object, material_names: Iterable[str]):
"""
This method will fix the material order. Which is lost after joining meshes.
"""
materials = cast(bpy.types.Mesh, meshObj.data).materials
for new_idx, mat in enumerate(material_names):
# Get the material that is currently on this index
other_mat = materials[new_idx]
if other_mat.name == mat:
continue # This is already in place
FnMaterial.swap_materials(meshObj, mat, new_idx, reverse=True, swap_slots=True)
@property
def material_id(self):
mmd_mat = self.__material.mmd_material
if mmd_mat.material_id < 0:
max_id = -1
for mat in bpy.data.materials:
max_id = max(max_id, mat.mmd_material.material_id)
mmd_mat.material_id = max_id + 1
return mmd_mat.material_id
@property
def material(self):
return self.__material
def __same_image_file(self, image, filepath):
if image and image.source == "FILE":
img_filepath = bpy.path.abspath(image.filepath)
if img_filepath == filepath:
return True
try:
return os.path.samefile(img_filepath, filepath)
except:
pass
return False
def _load_image(self, filepath):
img = next((i for i in bpy.data.images if self.__same_image_file(i, filepath)), None)
if img is None:
try:
img = bpy.data.images.load(filepath)
logger.debug(f"Loaded image from {filepath}")
except:
logger.warning(f"Cannot create a texture for {filepath}. No such file.")
img = bpy.data.images.new(os.path.basename(filepath), 1, 1)
img.source = "FILE"
img.filepath = filepath
# For Blender 4.4+
if img.depth == 32 and img.file_format != "BMP":
img.alpha_mode = "CHANNEL_PACKED"
else:
img.alpha_mode = "NONE"
return img
def update_toon_texture(self):
if self._nodes_are_readonly:
return
mmd_mat = self.__material.mmd_material
if mmd_mat.is_shared_toon_texture:
# Get shared toon folder from preferences
context = bpy.context
addon_prefs = context.preferences.addons.get("avatar_toolkit", None)
if addon_prefs:
shared_toon_folder = addon_prefs.preferences.shared_toon_folder
else:
shared_toon_folder = ""
toon_path = os.path.join(shared_toon_folder, f"toon{mmd_mat.shared_toon_texture + 1:02d}.bmp")
self.create_toon_texture(bpy.path.resolve_ncase(path=toon_path))
elif mmd_mat.toon_texture != "":
self.create_toon_texture(mmd_mat.toon_texture)
else:
self.remove_toon_texture()
def _mix_diffuse_and_ambient(self, mmd_mat):
r, g, b = mmd_mat.diffuse_color
ar, ag, ab = mmd_mat.ambient_color
return [min(1.0, 0.5 * r + ar), min(1.0, 0.5 * g + ag), min(1.0, 0.5 * b + ab)]
def update_drop_shadow(self):
pass
def update_enabled_toon_edge(self):
if self._nodes_are_readonly:
return
self.update_edge_color()
def update_edge_color(self):
if self._nodes_are_readonly:
return
mat = self.__material
mmd_mat = mat.mmd_material
color, alpha = mmd_mat.edge_color[:3], mmd_mat.edge_color[3]
line_color = color + (min(alpha, int(mmd_mat.enabled_toon_edge)),)
# For Blender 4.4+
if hasattr(mat, "line_color"): # freestyle line color
mat.line_color = line_color
mat_edge = bpy.data.materials.get("mmd_edge." + mat.name, None)
if mat_edge:
mat_edge.mmd_material.edge_color = line_color
if mat.name.startswith("mmd_edge.") and mat.node_tree:
mmd_mat.ambient_color, mmd_mat.alpha = color, alpha
node_shader = mat.node_tree.nodes.get("mmd_edge_preview", None)
if node_shader and "Color" in node_shader.inputs:
node_shader.inputs["Color"].default_value = mmd_mat.edge_color
if node_shader and "Alpha" in node_shader.inputs:
node_shader.inputs["Alpha"].default_value = alpha
def update_edge_weight(self):
pass
def get_texture(self):
return self.__get_texture_node("mmd_base_tex")
def create_texture(self, filepath):
texture = self.__create_texture_node("mmd_base_tex", filepath, (-4, -1))
return texture
def remove_texture(self):
if self._nodes_are_readonly:
return
self.__remove_texture_node("mmd_base_tex")
def get_sphere_texture(self):
return self.__get_texture_node("mmd_sphere_tex")
def use_sphere_texture(self, use_sphere, obj=None):
if self._nodes_are_readonly:
return
if use_sphere:
self.update_sphere_texture_type(obj)
else:
self.__update_shader_input("Sphere Tex Fac", 0)
def create_sphere_texture(self, filepath, obj=None):
texture = self.__create_texture_node("mmd_sphere_tex", filepath, (-2, -2))
self.update_sphere_texture_type(obj)
return texture
def update_sphere_texture_type(self, obj=None):
if self._nodes_are_readonly:
return
sphere_texture_type = int(self.material.mmd_material.sphere_texture_type)
is_sph_add = sphere_texture_type == 2
if sphere_texture_type not in (1, 2, 3):
self.__update_shader_input("Sphere Tex Fac", 0)
else:
self.__update_shader_input("Sphere Tex Fac", 1)
self.__update_shader_input("Sphere Mul/Add", is_sph_add)
self.__update_shader_input("Sphere Tex", (0, 0, 0, 1) if is_sph_add else (1, 1, 1, 1))
texture = self.__get_texture_node("mmd_sphere_tex")
if texture and (not texture.inputs["Vector"].is_linked or texture.inputs["Vector"].links[0].from_node.name == "mmd_tex_uv"):
# For Blender 4.4+
texture.image.colorspace_settings.name = "Linear Rec.709" if is_sph_add else "sRGB"
mat = self.material
nodes, links = mat.node_tree.nodes, mat.node_tree.links
if sphere_texture_type == 3:
if obj and obj.type == "MESH" and mat in tuple(obj.data.materials):
uv_layers = (l for l in obj.data.uv_layers if not l.name.startswith("_"))
next(uv_layers, None) # skip base UV
subtex_uv = getattr(next(uv_layers, None), "name", "")
if subtex_uv != "UV1":
logger.info(f'Material({mat.name}): object "{obj.name}" use UV "{subtex_uv}" for SubTex')
links.new(nodes["mmd_tex_uv"].outputs["SubTex UV"], texture.inputs["Vector"])
else:
links.new(nodes["mmd_tex_uv"].outputs["Sphere UV"], texture.inputs["Vector"])
def remove_sphere_texture(self):
if self._nodes_are_readonly:
return
self.__remove_texture_node("mmd_sphere_tex")
def get_toon_texture(self):
return self.__get_texture_node("mmd_toon_tex")
def use_toon_texture(self, use_toon):
if self._nodes_are_readonly:
return
self.__update_shader_input("Toon Tex Fac", use_toon)
def create_toon_texture(self, filepath):
texture = self.__create_texture_node("mmd_toon_tex", filepath, (-3, -1.5))
return texture
def remove_toon_texture(self):
if self._nodes_are_readonly:
return
self.__remove_texture_node("mmd_toon_tex")
def __get_texture_node(self, node_name):
mat = self.material
texture = getattr(mat.node_tree, "nodes", {}).get(node_name, None)
if isinstance(texture, bpy.types.ShaderNodeTexImage):
return texture
return None
def __remove_texture_node(self, node_name):
mat = self.material
texture = getattr(mat.node_tree, "nodes", {}).get(node_name, None)
if isinstance(texture, bpy.types.ShaderNodeTexImage):
mat.node_tree.nodes.remove(texture)
mat.update_tag()
def __create_texture_node(self, node_name, filepath, pos):
texture = self.__get_texture_node(node_name)
if texture is None:
from mathutils import Vector
self.__update_shader_nodes()
nodes = self.material.node_tree.nodes
texture = nodes.new("ShaderNodeTexImage")
texture.label = bpy.path.display_name(node_name)
texture.name = node_name
texture.location = nodes["mmd_shader"].location + Vector((pos[0] * 210, pos[1] * 220))
texture.image = self._load_image(filepath)
self.__update_shader_nodes()
return texture
def update_ambient_color(self):
if self._nodes_are_readonly:
return
mat = self.material
mmd_mat = mat.mmd_material
# For Blender 4.4+
mat.diffuse_color[:3] = self._mix_diffuse_and_ambient(mmd_mat)
self.__update_shader_input("Ambient Color", mmd_mat.ambient_color[:] + (1,))
def update_diffuse_color(self):
if self._nodes_are_readonly:
return
mat = self.material
mmd_mat = mat.mmd_material
# For Blender 4.4+
mat.diffuse_color[:3] = self._mix_diffuse_and_ambient(mmd_mat)
self.__update_shader_input("Diffuse Color", mmd_mat.diffuse_color[:] + (1,))
def update_alpha(self):
if self._nodes_are_readonly:
return
mat = self.material
mmd_mat = mat.mmd_material
# For Blender 4.4+
mat.blend_method = "HASHED"
# Update alpha in diffuse_color
if len(mat.diffuse_color) > 3:
mat.diffuse_color[3] = mmd_mat.alpha
self.__update_shader_input("Alpha", mmd_mat.alpha)
self.update_self_shadow_map()
def update_specular_color(self):
if self._nodes_are_readonly:
return
mat = self.material
mmd_mat = mat.mmd_material
mat.specular_color = mmd_mat.specular_color
self.__update_shader_input("Specular Color", mmd_mat.specular_color[:] + (1,))
def update_shininess(self):
if self._nodes_are_readonly:
return
mat = self.material
mmd_mat = mat.mmd_material
# For Blender 4.4+
mat.roughness = 1 / pow(max(mmd_mat.shininess, 1), 0.37)
mat.metallic = pow(1 - mat.roughness, 2.7)
self.__update_shader_input("Reflect", mmd_mat.shininess)
def update_is_double_sided(self):
if self._nodes_are_readonly:
return
mat = self.material
mmd_mat = mat.mmd_material
# For Blender 4.4+
mat.use_backface_culling = not mmd_mat.is_double_sided
self.__update_shader_input("Double Sided", mmd_mat.is_double_sided)
def update_self_shadow_map(self):
if self._nodes_are_readonly:
return
mat = self.material
mmd_mat = mat.mmd_material
cast_shadows = mmd_mat.enabled_self_shadow_map if mmd_mat.alpha > 1e-3 else False
# For Blender 4.4+
mat.shadow_method = "HASHED" if cast_shadows else "NONE"
def update_self_shadow(self):
if self._nodes_are_readonly:
return
mat = self.material
mmd_mat = mat.mmd_material
self.__update_shader_input("Self Shadow", mmd_mat.enabled_self_shadow)
@staticmethod
def convert_to_mmd_material(material, context=bpy.context):
m, mmd_material = material, material.mmd_material
if m.use_nodes and next((n for n in m.node_tree.nodes if n.name.startswith("mmd_")), None) is None:
def search_tex_image_node(node: bpy.types.ShaderNode):
if node.type == "TEX_IMAGE":
return node
for node_input in node.inputs:
if not node_input.is_linked:
continue
child = search_tex_image_node(node_input.links[0].from_node)
if child is not None:
return child
return None
# For Blender 4.4+
preferred_output_node_target = "EEVEE"
tex_node = None
for target in [preferred_output_node_target, "ALL"]:
output_node = m.node_tree.get_output_node(target)
if output_node is None:
continue
if not output_node.inputs[0].is_linked:
continue
tex_node = search_tex_image_node(output_node.inputs[0].links[0].from_node)
break
if tex_node is None:
tex_node = next((n for n in m.node_tree.nodes if n.bl_idname == "ShaderNodeTexImage"), None)
if tex_node:
tex_node.name = "mmd_base_tex"
else:
# Take the Base Color from BSDF if there's no texture
bsdf_node = next((n for n in m.node_tree.nodes if n.type.startswith('BSDF_')), None)
if bsdf_node:
base_color_input = bsdf_node.inputs.get('Base Color') or bsdf_node.inputs.get('Color')
if base_color_input:
mmd_material.diffuse_color = base_color_input.default_value[:3]
# ambient should be half the diffuse
mmd_material.ambient_color = [x * 0.5 for x in mmd_material.diffuse_color]
# For Blender 4.4+
shadow_method = getattr(m, "shadow_method", None)
if mmd_material.diffuse_color is None:
mmd_material.diffuse_color = m.diffuse_color[:3]
# For Blender 4.4+
if len(m.diffuse_color) > 3:
mmd_material.alpha = m.diffuse_color[3]
mmd_material.specular_color = m.specular_color
# For Blender 4.4+
mmd_material.shininess = pow(1 / max(m.roughness, 0.099), 1 / 0.37)
mmd_material.is_double_sided = not m.use_backface_culling
if shadow_method:
mmd_material.enabled_self_shadow_map = (shadow_method != "NONE") and mmd_material.alpha > 1e-3
mmd_material.enabled_self_shadow = shadow_method != "NONE"
# delete bsdf node if it's there
if m.use_nodes:
nodes_to_remove = [n for n in m.node_tree.nodes if n.type == 'BSDF_PRINCIPLED' or n.type.startswith('BSDF_')]
for n in nodes_to_remove:
m.node_tree.nodes.remove(n)
def __update_shader_input(self, name, val):
mat = self.material
if mat.name.startswith("mmd_"): # skip mmd_edge.*
return
self.__update_shader_nodes()
shader = mat.node_tree.nodes.get("mmd_shader", None)
if shader and name in shader.inputs:
interface_socket = shader.node_tree.interface.items_tree[name]
if hasattr(interface_socket, "min_value"):
val = min(max(val, interface_socket.min_value), interface_socket.max_value)
shader.inputs[name].default_value = val
def __update_shader_nodes(self):
mat = self.material
if mat.node_tree is None:
mat.use_nodes = True
mat.node_tree.nodes.clear()
nodes, links = mat.node_tree.nodes, mat.node_tree.links
class _Dummy:
default_value, is_linked = None, True
node_shader = nodes.get("mmd_shader", None)
if node_shader is None:
node_shader = nodes.new("ShaderNodeGroup")
node_shader.name = "mmd_shader"
node_shader.location = (0, 1500)
node_shader.width = 200
node_shader.node_tree = self.__get_shader()
mmd_mat = mat.mmd_material
node_shader.inputs.get("Ambient Color", _Dummy).default_value = mmd_mat.ambient_color[:] + (1,)
node_shader.inputs.get("Diffuse Color", _Dummy).default_value = mmd_mat.diffuse_color[:] + (1,)
node_shader.inputs.get("Specular Color", _Dummy).default_value = mmd_mat.specular_color[:] + (1,)
node_shader.inputs.get("Reflect", _Dummy).default_value = mmd_mat.shininess
node_shader.inputs.get("Alpha", _Dummy).default_value = mmd_mat.alpha
node_shader.inputs.get("Double Sided", _Dummy).default_value = mmd_mat.is_double_sided
node_shader.inputs.get("Self Shadow", _Dummy).default_value = mmd_mat.enabled_self_shadow
self.update_sphere_texture_type()
node_uv = nodes.get("mmd_tex_uv", None)
if node_uv is None:
node_uv = nodes.new("ShaderNodeGroup")
node_uv.name = "mmd_tex_uv"
node_uv.location = node_shader.location + Vector((-5 * 210, -2.5 * 220))
node_uv.node_tree = self.__get_shader_uv()
if not (node_shader.outputs["Shader"].is_linked or node_shader.outputs["Color"].is_linked or node_shader.outputs["Alpha"].is_linked):
node_output = next((n for n in nodes if isinstance(n, bpy.types.ShaderNodeOutputMaterial) and n.is_active_output), None)
if node_output is None:
node_output = nodes.new("ShaderNodeOutputMaterial")
node_output.is_active_output = True
node_output.location = node_shader.location + Vector((400, 0))
links.new(node_shader.outputs["Shader"], node_output.inputs["Surface"])
for name_id in ("Base", "Toon", "Sphere"):
texture = self.__get_texture_node("mmd_%s_tex" % name_id.lower())
if texture:
name_tex_in, name_alpha_in, name_uv_out = (name_id + x for x in (" Tex", " Alpha", " UV"))
if not node_shader.inputs.get(name_tex_in, _Dummy).is_linked:
links.new(texture.outputs["Color"], node_shader.inputs[name_tex_in])
if not node_shader.inputs.get(name_alpha_in, _Dummy).is_linked:
links.new(texture.outputs["Alpha"], node_shader.inputs[name_alpha_in])
if not texture.inputs["Vector"].is_linked:
links.new(node_uv.outputs[name_uv_out], texture.inputs["Vector"])
def __get_shader_uv(self):
group_name = "MMDTexUV"
shader = bpy.data.node_groups.get(group_name, None) or bpy.data.node_groups.new(name=group_name, type="ShaderNodeTree")
if len(shader.nodes):
return shader
ng = _NodeGroupUtils(shader)
############################################################################
_node_output = ng.new_node("NodeGroupOutput", (6, 0))
tex_coord = ng.new_node("ShaderNodeTexCoord", (0, 0))
tex_coord1 = ng.new_node("ShaderNodeUVMap", (4, -2))
tex_coord1.uv_map = "UV1"
vec_trans = ng.new_node("ShaderNodeVectorTransform", (1, -1))
vec_trans.vector_type = "NORMAL"
vec_trans.convert_from = "OBJECT"
vec_trans.convert_to = "CAMERA"
node_vector = ng.new_node("ShaderNodeMapping", (2, -1))
node_vector.vector_type = "POINT"
node_vector.inputs["Location"].default_value = (0.5, 0.5, 0.0)
node_vector.inputs["Scale"].default_value = (0.5, 0.5, 1.0)
links = ng.links
links.new(tex_coord.outputs["Normal"], vec_trans.inputs["Vector"])
links.new(vec_trans.outputs["Vector"], node_vector.inputs["Vector"])
ng.new_output_socket("Base UV", tex_coord.outputs["UV"])
ng.new_output_socket("Toon UV", node_vector.outputs["Vector"])
ng.new_output_socket("Sphere UV", node_vector.outputs["Vector"])
ng.new_output_socket("SubTex UV", tex_coord1.outputs["UV"])
return shader
def __get_shader(self):
group_name = "MMDShaderDev"
shader = bpy.data.node_groups.get(group_name, None) or bpy.data.node_groups.new(name=group_name, type="ShaderNodeTree")
if len(shader.nodes):
return shader
ng = _NodeGroupUtils(shader)
############################################################################
node_input = ng.new_node("NodeGroupInput", (-5, -1))
_node_output = ng.new_node("NodeGroupOutput", (11, 1))
node_diffuse = ng.new_mix_node("ADD", (-3, 4), fac=0.6)
node_diffuse.use_clamp = True
node_tex = ng.new_mix_node("MULTIPLY", (-2, 3.5))
node_toon = ng.new_mix_node("MULTIPLY", (-1, 3))
node_sph = ng.new_mix_node("MULTIPLY", (0, 2.5))
node_spa = ng.new_mix_node("ADD", (0, 1.5))
node_sphere = ng.new_mix_node("MIX", (1, 1))
node_geo = ng.new_node("ShaderNodeNewGeometry", (6, 3.5))
node_invert = ng.new_math_node("LESS_THAN", (7, 3))
node_cull = ng.new_math_node("MAXIMUM", (8, 2.5))
node_alpha = ng.new_math_node("MINIMUM", (9, 2))
node_alpha.use_clamp = True
node_alpha_tex = ng.new_math_node("MULTIPLY", (-1, -2))
node_alpha_toon = ng.new_math_node("MULTIPLY", (0, -2.5))
node_alpha_sph = ng.new_math_node("MULTIPLY", (1, -3))
node_reflect = ng.new_math_node("DIVIDE", (7, -1.5), value1=1)
node_reflect.use_clamp = True
shader_diffuse = ng.new_node("ShaderNodeBsdfDiffuse", (8, 0))
shader_glossy = ng.new_node("ShaderNodeBsdfAnisotropic", (8, -1))
shader_base_mix = ng.new_node("ShaderNodeMixShader", (9, 0))
shader_base_mix.inputs["Fac"].default_value = 0.02
shader_trans = ng.new_node("ShaderNodeBsdfTransparent", (9, 1))
shader_alpha_mix = ng.new_node("ShaderNodeMixShader", (10, 1))
links = ng.links
links.new(node_reflect.outputs["Value"], shader_glossy.inputs["Roughness"])
links.new(shader_diffuse.outputs["BSDF"], shader_base_mix.inputs[1])
links.new(shader_glossy.outputs["BSDF"], shader_base_mix.inputs[2])
links.new(node_diffuse.outputs["Color"], node_tex.inputs["Color1"])
links.new(node_tex.outputs["Color"], node_toon.inputs["Color1"])
links.new(node_toon.outputs["Color"], node_sph.inputs["Color1"])
links.new(node_toon.outputs["Color"], node_spa.inputs["Color1"])
links.new(node_sph.outputs["Color"], node_sphere.inputs["Color1"])
links.new(node_spa.outputs["Color"], node_sphere.inputs["Color2"])
links.new(node_sphere.outputs["Color"], shader_diffuse.inputs["Color"])
links.new(node_geo.outputs["Backfacing"], node_invert.inputs[0])
links.new(node_invert.outputs["Value"], node_cull.inputs[0])
links.new(node_cull.outputs["Value"], node_alpha.inputs[0])
links.new(node_alpha_tex.outputs["Value"], node_alpha_toon.inputs[0])
links.new(node_alpha_toon.outputs["Value"], node_alpha_sph.inputs[0])
links.new(node_alpha_sph.outputs["Value"], node_alpha.inputs[1])
links.new(node_alpha.outputs["Value"], shader_alpha_mix.inputs["Fac"])
links.new(shader_trans.outputs["BSDF"], shader_alpha_mix.inputs[1])
links.new(shader_base_mix.outputs["Shader"], shader_alpha_mix.inputs[2])
############################################################################
ng.new_input_socket("Ambient Color", node_diffuse.inputs["Color1"], (0.4, 0.4, 0.4, 1))
ng.new_input_socket("Diffuse Color", node_diffuse.inputs["Color2"], (0.8, 0.8, 0.8, 1))
# ↓ specular should be disabled by default
ng.new_input_socket("Specular Color", shader_glossy.inputs["Color"], (0.0, 0.0, 0.0, 1))
ng.new_input_socket("Reflect", node_reflect.inputs[1], 50, min_max=(1, 512))
ng.new_input_socket("Base Tex Fac", node_tex.inputs["Fac"], 1)
ng.new_input_socket("Base Tex", node_tex.inputs["Color2"], (1, 1, 1, 1))
ng.new_input_socket("Toon Tex Fac", node_toon.inputs["Fac"], 1)
ng.new_input_socket("Toon Tex", node_toon.inputs["Color2"], (1, 1, 1, 1))
ng.new_input_socket("Sphere Tex Fac", node_sph.inputs["Fac"], 1)
ng.new_input_socket("Sphere Tex", node_sph.inputs["Color2"], (1, 1, 1, 1))
ng.new_input_socket("Sphere Mul/Add", node_sphere.inputs["Fac"], 0)
ng.new_input_socket("Double Sided", node_cull.inputs[1], 0, min_max=(0, 1))
ng.new_input_socket("Alpha", node_alpha_tex.inputs[0], 1, min_max=(0, 1))
ng.new_input_socket("Base Alpha", node_alpha_tex.inputs[1], 1, min_max=(0, 1))
ng.new_input_socket("Toon Alpha", node_alpha_toon.inputs[1], 1, min_max=(0, 1))
ng.new_input_socket("Sphere Alpha", node_alpha_sph.inputs[1], 1, min_max=(0, 1))
links.new(node_input.outputs["Sphere Tex Fac"], node_spa.inputs["Fac"])
links.new(node_input.outputs["Sphere Tex"], node_spa.inputs["Color2"])
ng.new_output_socket("Shader", shader_alpha_mix.outputs["Shader"])
ng.new_output_socket("Color", node_sphere.outputs["Color"])
ng.new_output_socket("Alpha", node_alpha.outputs["Value"])
return shader
class MigrationFnMaterial:
@staticmethod
def update_mmd_shader():
mmd_shader_node_tree = bpy.data.node_groups.get("MMDShaderDev")
if mmd_shader_node_tree is None:
return
ng = _NodeGroupUtils(mmd_shader_node_tree)
if "Color" in ng.node_output.inputs:
return
shader_diffuse = [n for n in mmd_shader_node_tree.nodes if n.type == "BSDF_DIFFUSE"][0]
node_sphere = shader_diffuse.inputs["Color"].links[0].from_node
node_output = ng.node_output
shader_alpha_mix = node_output.inputs["Shader"].links[0].from_node
node_alpha = shader_alpha_mix.inputs["Fac"].links[0].from_node
ng.new_output_socket("Color", node_sphere.outputs["Color"])
ng.new_output_socket("Alpha", node_alpha.outputs["Value"])
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# -*- coding: utf-8 -*-
# Copyright 2014 MMD Tools authors
# This file was originally part of the MMD Tools project, However Neoneko has added it to Avatar Toolkit.
# All credit goes to the original authors.
# Please note that some code was modified to fit the needs of Avatar Toolkit and some code may of been removed.
# MMD Tools is licensed under the terms of the GPL-3.0 license which Avatar Toolkit is also licensed under.
# You can find MMD Tools at: https://github.com/MMD-Blender/blender_mmd_tools/
import bpy
from bpy.types import PropertyGroup, Context, PoseBone
from bpy.props import (
StringProperty,
IntProperty,
BoolProperty,
FloatProperty,
FloatVectorProperty
)
from ..logging_setup import logger
from ..bone import FnBone
def _mmd_bone_update_additional_transform(prop, context: Context):
"""Update handler for additional transform properties"""
prop["is_additional_transform_dirty"] = True
p_bone = context.active_pose_bone
if p_bone and p_bone.mmd_bone.as_pointer() == prop.as_pointer():
FnBone.apply_additional_transformation(prop.id_data)
def _mmd_bone_update_additional_transform_influence(prop, context: Context):
"""Update handler for additional transform influence"""
pose_bone = context.active_pose_bone
if pose_bone and pose_bone.mmd_bone.as_pointer() == prop.as_pointer():
FnBone.update_additional_transform_influence(pose_bone)
else:
prop["is_additional_transform_dirty"] = True
def _mmd_bone_get_additional_transform_bone(prop):
"""Getter for additional transform bone property"""
arm = prop.id_data
bone_id = prop.get("additional_transform_bone_id", -1)
if bone_id < 0:
return ""
pose_bone = FnBone.find_pose_bone_by_bone_id(arm, bone_id)
if pose_bone is None:
return ""
return pose_bone.name
def _mmd_bone_set_additional_transform_bone(prop, value: str):
"""Setter for additional transform bone property"""
arm = prop.id_data
prop["is_additional_transform_dirty"] = True
if value not in arm.pose.bones.keys():
prop["additional_transform_bone_id"] = -1
return
pose_bone = arm.pose.bones[value]
prop["additional_transform_bone_id"] = FnBone.get_or_assign_bone_id(pose_bone)
def _pose_bone_update_mmd_ik_toggle(prop: PoseBone, _context):
"""Update handler for IK toggle property"""
v = prop.mmd_ik_toggle
armature_object = prop.id_data
for b in armature_object.pose.bones:
for c in b.constraints:
if c.type == "IK" and c.subtarget == prop.name:
logger.debug('Updating IK constraint %s on bone %s', c.name, b.name)
c.influence = v
b_chain = b if c.use_tail else b.parent
for chain_bone in ([b_chain] + b_chain.parent_recursive)[:c.chain_count]:
limit_c = next((c for c in chain_bone.constraints if c.type == "LIMIT_ROTATION" and not c.mute), None)
if limit_c:
limit_c.influence = v
class MMDBone(PropertyGroup):
"""Property group for MMD bone properties"""
name_j: StringProperty(
name="Name",
description="Japanese Name",
default="",
)
name_e: StringProperty(
name="Name(Eng)",
description="English Name",
default="",
)
bone_id: IntProperty(
name="Bone ID",
description="Unique ID for the reference of bone morph and rotate+/move+",
default=-1,
min=-1,
)
transform_order: IntProperty(
name="Transform Order",
description="Deformation tier",
min=0,
max=100,
soft_max=7,
)
is_controllable: BoolProperty(
name="Controllable",
description="Is controllable",
default=True,
)
transform_after_dynamics: BoolProperty(
name="After Dynamics",
description="After physics",
default=False,
)
enabled_fixed_axis: BoolProperty(
name="Fixed Axis",
description="Use fixed axis",
default=False,
)
fixed_axis: FloatVectorProperty(
name="Fixed Axis",
description="Fixed axis",
subtype="XYZ",
size=3,
precision=3,
step=0.1,
default=[0, 0, 0],
)
enabled_local_axes: BoolProperty(
name="Local Axes",
description="Use local axes",
default=False,
)
local_axis_x: FloatVectorProperty(
name="Local X-Axis",
description="Local x-axis",
subtype="XYZ",
size=3,
precision=3,
step=0.1,
default=[1, 0, 0],
)
local_axis_z: FloatVectorProperty(
name="Local Z-Axis",
description="Local z-axis",
subtype="XYZ",
size=3,
precision=3,
step=0.1,
default=[0, 0, 1],
)
is_tip: BoolProperty(
name="Tip Bone",
description="Is zero length bone",
default=False,
)
ik_rotation_constraint: FloatProperty(
name="IK Rotation Constraint",
description="The unit angle of IK",
subtype="ANGLE",
soft_min=0,
soft_max=4,
default=1,
)
has_additional_rotation: BoolProperty(
name="Additional Rotation",
description="Additional rotation",
default=False,
update=_mmd_bone_update_additional_transform,
)
has_additional_location: BoolProperty(
name="Additional Location",
description="Additional location",
default=False,
update=_mmd_bone_update_additional_transform,
)
additional_transform_bone: StringProperty(
name="Additional Transform Bone",
description="Additional transform bone",
set=_mmd_bone_set_additional_transform_bone,
get=_mmd_bone_get_additional_transform_bone,
update=_mmd_bone_update_additional_transform,
)
additional_transform_bone_id: IntProperty(
name="Additional Transform Bone ID",
default=-1,
update=_mmd_bone_update_additional_transform,
)
additional_transform_influence: FloatProperty(
name="Additional Transform Influence",
description="Additional transform influence",
default=1,
soft_min=-1,
soft_max=1,
update=_mmd_bone_update_additional_transform_influence,
)
is_additional_transform_dirty: BoolProperty(
name="",
default=True
)
def is_id_unique(self):
"""Check if the bone ID is unique"""
return self.bone_id < 0 or not next((b for b in self.id_data.pose.bones if b.mmd_bone != self and b.mmd_bone.bone_id == self.bone_id), None)
def register():
"""Register MMD bone properties"""
logger.info("Registering MMD bone properties")
bpy.utils.register_class(MMDBone)
# Add properties to PoseBone
bpy.types.PoseBone.mmd_bone = bpy.props.PointerProperty(type=MMDBone)
bpy.types.PoseBone.is_mmd_shadow_bone = bpy.props.BoolProperty(
name="is_mmd_shadow_bone",
default=False
)
bpy.types.PoseBone.mmd_shadow_bone_type = bpy.props.StringProperty(
name="mmd_shadow_bone_type"
)
bpy.types.PoseBone.mmd_ik_toggle = bpy.props.BoolProperty(
name="MMD IK Toggle",
description="MMD IK toggle is used to import/export animation of IK on-off",
update=_pose_bone_update_mmd_ik_toggle,
default=True,
)
def unregister():
"""Unregister MMD bone properties"""
logger.info("Unregistering MMD bone properties")
# Remove properties from PoseBone
del bpy.types.PoseBone.mmd_ik_toggle
del bpy.types.PoseBone.mmd_shadow_bone_type
del bpy.types.PoseBone.is_mmd_shadow_bone
del bpy.types.PoseBone.mmd_bone
bpy.utils.unregister_class(MMDBone)
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# -*- coding: utf-8 -*-
# Copyright 2014 MMD Tools authors
# This file was originally part of the MMD Tools project, However Neoneko has added it to Avatar Toolkit.
# All credit goes to the original authors.
# Please note that some code was modified to fit the needs of Avatar Toolkit and some code may of been removed.
# MMD Tools is licensed under the terms of the GPL-3.0 license which Avatar Toolkit is also licensed under.
# You can find MMD Tools at: https://github.com/MMD-Blender/blender_mmd_tools/
"""Properties for MMD model root object"""
import bpy
from .. import utils
from ..bpyutils import FnContext
from ..core.material import FnMaterial
from ..core.model import FnModel
from ..core.sdef import FnSDEF
from . import patch_library_overridable
from .morph import BoneMorph, GroupMorph, MaterialMorph, UVMorph, VertexMorph
from .translations import MMDTranslation
def __driver_variables(constraint: bpy.types.Constraint, path: str, index=-1):
d = constraint.driver_add(path, index)
variables = d.driver.variables
for x in variables:
variables.remove(x)
return d.driver, variables
def __add_single_prop(variables, id_obj, data_path, prefix):
var = variables.new()
var.name = prefix + str(len(variables))
var.type = "SINGLE_PROP"
target = var.targets[0]
target.id_type = "OBJECT"
target.id = id_obj
target.data_path = data_path
return var
def _toggleUsePropertyDriver(self: "MMDRoot", _context):
root_object: bpy.types.Object = self.id_data
armature_object = FnModel.find_armature_object(root_object)
if armature_object is None:
ik_map = {}
else:
bones = armature_object.pose.bones
ik_map = {bones[c.subtarget]: (b, c) for b in bones for c in b.constraints if c.type == "IK" and c.is_valid and c.subtarget in bones}
if self.use_property_driver:
for ik, (b, c) in ik_map.items():
driver, variables = __driver_variables(c, "influence")
driver.expression = "%s" % __add_single_prop(variables, ik.id_data, ik.path_from_id("mmd_ik_toggle"), "use_ik").name
b = b if c.use_tail else b.parent
for b in ([b] + b.parent_recursive)[: c.chain_count]:
c = next((c for c in b.constraints if c.type == "LIMIT_ROTATION" and not c.mute), None)
if c:
driver, variables = __driver_variables(c, "influence")
driver.expression = "%s" % __add_single_prop(variables, ik.id_data, ik.path_from_id("mmd_ik_toggle"), "use_ik").name
for i in FnModel.iterate_mesh_objects(root_object):
for prop_hide in ("hide_viewport", "hide_render"):
driver, variables = __driver_variables(i, prop_hide)
driver.expression = "not %s" % __add_single_prop(variables, root_object, "mmd_root.show_meshes", "show").name
else:
for ik, (b, c) in ik_map.items():
c.driver_remove("influence")
b = b if c.use_tail else b.parent
for b in ([b] + b.parent_recursive)[: c.chain_count]:
c = next((c for c in b.constraints if c.type == "LIMIT_ROTATION" and not c.mute), None)
if c:
c.driver_remove("influence")
for i in FnModel.iterate_mesh_objects(root_object):
for prop_hide in ("hide_viewport", "hide_render"):
i.driver_remove(prop_hide)
# ===========================================
# Callback functions
# ===========================================
def _toggleUseToonTexture(self: "MMDRoot", _context):
use_toon = self.use_toon_texture
for i in FnModel.iterate_mesh_objects(self.id_data):
for m in i.data.materials:
if m:
FnMaterial(m).use_toon_texture(use_toon)
def _toggleUseSphereTexture(self: "MMDRoot", _context):
use_sphere = self.use_sphere_texture
for i in FnModel.iterate_mesh_objects(self.id_data):
for m in i.data.materials:
if m:
FnMaterial(m).use_sphere_texture(use_sphere, i)
def _toggleUseSDEF(self: "MMDRoot", _context):
mute_sdef = not self.use_sdef
for i in FnModel.iterate_mesh_objects(self.id_data):
FnSDEF.mute_sdef_set(i, mute_sdef)
def _toggleVisibilityOfMeshes(self: "MMDRoot", context: bpy.types.Context):
root = self.id_data
hide = not self.show_meshes
for i in FnModel.iterate_mesh_objects(self.id_data):
i.hide_set(hide)
i.hide_render = hide
if hide and context.active_object is None:
FnContext.set_active_object(context, root)
def _toggleVisibilityOfRigidBodies(self: "MMDRoot", context: bpy.types.Context):
root = self.id_data
hide = not self.show_rigid_bodies
for i in FnModel.iterate_rigid_body_objects(root):
i.hide_set(hide)
if hide and context.active_object is None:
FnContext.set_active_object(context, root)
def _toggleVisibilityOfJoints(self: "MMDRoot", context):
root_object = self.id_data
hide = not self.show_joints
for i in FnModel.iterate_joint_objects(root_object):
i.hide_set(hide)
if hide and context.active_object is None:
FnContext.set_active_object(context, root_object)
def _toggleVisibilityOfTemporaryObjects(self: "MMDRoot", context: bpy.types.Context):
root_object: bpy.types.Object = self.id_data
hide = not self.show_temporary_objects
with FnContext.temp_override_active_layer_collection(context, root_object):
for i in FnModel.iterate_temporary_objects(root_object):
i.hide_set(hide)
if hide and context.active_object is None:
FnContext.set_active_object(context, root_object)
def _toggleShowNamesOfRigidBodies(self: "MMDRoot", _context):
root = self.id_data
show_names = root.mmd_root.show_names_of_rigid_bodies
for i in FnModel.iterate_rigid_body_objects(root):
i.show_name = show_names
def _toggleShowNamesOfJoints(self: "MMDRoot", _context):
root = self.id_data
show_names = root.mmd_root.show_names_of_joints
for i in FnModel.iterate_joint_objects(root):
i.show_name = show_names
def _setVisibilityOfMMDRigArmature(prop: "MMDRoot", v: bool):
root = prop.id_data
arm = FnModel.find_armature_object(root)
if arm is None:
return
if not v and bpy.context.active_object == arm:
FnContext.set_active_object(bpy.context, root)
arm.hide_set(not v)
def _getVisibilityOfMMDRigArmature(prop: "MMDRoot"):
if prop.id_data.mmd_type != "ROOT":
return False
arm = FnModel.find_armature_object(prop.id_data)
return arm and not arm.hide_get()
def _setActiveRigidbodyObject(prop: "MMDRoot", v: int):
obj = FnContext.get_scene_objects(bpy.context)[v]
if FnModel.is_rigid_body_object(obj):
FnContext.set_active_and_select_single_object(bpy.context, obj)
prop["active_rigidbody_object_index"] = v
def _getActiveRigidbodyObject(prop: "MMDRoot"):
context = bpy.context
active_obj = FnContext.get_active_object(context)
if FnModel.is_rigid_body_object(active_obj):
prop["active_rigidbody_object_index"] = FnContext.get_scene_objects(context).find(active_obj.name)
return prop.get("active_rigidbody_object_index", 0)
def _setActiveJointObject(prop: "MMDRoot", v: int):
obj = FnContext.get_scene_objects(bpy.context)[v]
if FnModel.is_joint_object(obj):
FnContext.set_active_and_select_single_object(bpy.context, obj)
prop["active_joint_object_index"] = v
def _getActiveJointObject(prop: "MMDRoot"):
context = bpy.context
active_obj = FnContext.get_active_object(context)
if FnModel.is_joint_object(active_obj):
prop["active_joint_object_index"] = FnContext.get_scene_objects(context).find(active_obj.name)
return prop.get("active_joint_object_index", 0)
def _setActiveMorph(prop: "MMDRoot", v: bool):
if "active_morph_indices" not in prop:
prop["active_morph_indices"] = [0] * 5
prop["active_morph_indices"][prop.get("active_morph_type", 3)] = v
def _getActiveMorph(prop: "MMDRoot"):
if "active_morph_indices" in prop:
return prop["active_morph_indices"][prop.get("active_morph_type", 3)]
return 0
def _setActiveMeshObject(prop: "MMDRoot", v: int):
obj = FnContext.get_scene_objects(bpy.context)[v]
if FnModel.is_mesh_object(obj):
FnContext.set_active_and_select_single_object(bpy.context, obj)
prop["active_mesh_index"] = v
def _getActiveMeshObject(prop: "MMDRoot"):
context = bpy.context
active_obj = FnContext.get_active_object(context)
if FnModel.is_mesh_object(active_obj):
prop["active_mesh_index"] = FnContext.get_scene_objects(context).find(active_obj.name)
return prop.get("active_mesh_index", -1)
# ===========================================
# Property classes
# ===========================================
class MMDDisplayItem(bpy.types.PropertyGroup):
"""PMX 表示項目(表示枠内の1項目)"""
type: bpy.props.EnumProperty(
name="Type",
description="Select item type",
items=[
("BONE", "Bone", "", 1),
("MORPH", "Morph", "", 2),
],
)
morph_type: bpy.props.EnumProperty(
name="Morph Type",
description="Select morph type",
items=[
("material_morphs", "Material", "Material Morphs", 0),
("uv_morphs", "UV", "UV Morphs", 1),
("bone_morphs", "Bone", "Bone Morphs", 2),
("vertex_morphs", "Vertex", "Vertex Morphs", 3),
("group_morphs", "Group", "Group Morphs", 4),
],
default="vertex_morphs",
)
class MMDDisplayItemFrame(bpy.types.PropertyGroup):
"""PMX 表示枠
PMXファイル内では表示枠がリストで格納されています。
"""
name_e: bpy.props.StringProperty(
name="Name(Eng)",
description="English Name",
default="",
)
# 特殊枠フラグ
# 特殊枠はファイル仕様上の固定枠(削除、リネーム不可)
is_special: bpy.props.BoolProperty(
name="Special",
description="Is special",
default=False,
)
# 表示項目のリスト
data: bpy.props.CollectionProperty(
name="Display Items",
type=MMDDisplayItem,
)
# 現在アクティブな項目のインデックス
active_item: bpy.props.IntProperty(
name="Active Display Item",
min=0,
default=0,
)
class MMDRoot(bpy.types.PropertyGroup):
"""MMDモデルデータ
モデルルート用に作成されたEmtpyオブジェクトで使用します
"""
name: bpy.props.StringProperty(
name="Name",
description="The name of the MMD model",
default="",
)
name_e: bpy.props.StringProperty(
name="Name (English)",
description="The english name of the MMD model",
default="",
)
comment_text: bpy.props.StringProperty(
name="Comment",
description="The text datablock of the comment",
default="",
)
comment_e_text: bpy.props.StringProperty(
name="Comment (English)",
description="The text datablock of the english comment",
default="",
)
ik_loop_factor: bpy.props.IntProperty(
name="MMD IK Loop Factor",
description="Scaling factor of MMD IK loop",
min=1,
soft_max=10,
max=100,
default=1,
)
# TODO: Replace to driver for NLA
show_meshes: bpy.props.BoolProperty(
name="Show Meshes",
description="Show all meshes of the MMD model",
# get=_show_meshes_get,
# set=_show_meshes_set,
update=_toggleVisibilityOfMeshes,
default=True,
)
show_rigid_bodies: bpy.props.BoolProperty(
name="Show Rigid Bodies",
description="Show all rigid bodies of the MMD model",
update=_toggleVisibilityOfRigidBodies,
)
show_joints: bpy.props.BoolProperty(
name="Show Joints",
description="Show all joints of the MMD model",
update=_toggleVisibilityOfJoints,
)
show_temporary_objects: bpy.props.BoolProperty(
name="Show Temps",
description="Show all temporary objects of the MMD model",
update=_toggleVisibilityOfTemporaryObjects,
)
show_armature: bpy.props.BoolProperty(
name="Show Armature",
description="Show the armature object of the MMD model",
get=_getVisibilityOfMMDRigArmature,
set=_setVisibilityOfMMDRigArmature,
)
show_names_of_rigid_bodies: bpy.props.BoolProperty(
name="Show Rigid Body Names",
description="Show rigid body names",
update=_toggleShowNamesOfRigidBodies,
)
show_names_of_joints: bpy.props.BoolProperty(
name="Show Joint Names",
description="Show joint names",
update=_toggleShowNamesOfJoints,
)
use_toon_texture: bpy.props.BoolProperty(
name="Use Toon Texture",
description="Use toon texture",
update=_toggleUseToonTexture,
default=True,
)
use_sphere_texture: bpy.props.BoolProperty(
name="Use Sphere Texture",
description="Use sphere texture",
update=_toggleUseSphereTexture,
default=True,
)
use_sdef: bpy.props.BoolProperty(
name="Use SDEF",
description="Use SDEF",
update=_toggleUseSDEF,
default=True,
)
use_property_driver: bpy.props.BoolProperty(
name="Use Property Driver",
description="Setup drivers for MMD property animation (Visibility and IK toggles)",
update=_toggleUsePropertyDriver,
default=False,
)
is_built: bpy.props.BoolProperty(
name="Is Built",
)
active_rigidbody_index: bpy.props.IntProperty(
name="Active Rigidbody Index",
min=0,
get=_getActiveRigidbodyObject,
set=_setActiveRigidbodyObject,
)
active_joint_index: bpy.props.IntProperty(
name="Active Joint Index",
min=0,
get=_getActiveJointObject,
set=_setActiveJointObject,
)
# *************************
# Display Items
# *************************
display_item_frames: bpy.props.CollectionProperty(
name="Display Frames",
type=MMDDisplayItemFrame,
)
active_display_item_frame: bpy.props.IntProperty(
name="Active Display Item Frame",
min=0,
default=0,
)
# *************************
# Morph
# *************************
material_morphs: bpy.props.CollectionProperty(
name="Material Morphs",
type=MaterialMorph,
)
uv_morphs: bpy.props.CollectionProperty(
name="UV Morphs",
type=UVMorph,
)
bone_morphs: bpy.props.CollectionProperty(
name="Bone Morphs",
type=BoneMorph,
)
vertex_morphs: bpy.props.CollectionProperty(name="Vertex Morphs", type=VertexMorph)
group_morphs: bpy.props.CollectionProperty(
name="Group Morphs",
type=GroupMorph,
)
active_morph_type: bpy.props.EnumProperty(
name="Active Morph Type",
description="Select current morph type",
items=[
("material_morphs", "Material", "Material Morphs", 0),
("uv_morphs", "UV", "UV Morphs", 1),
("bone_morphs", "Bone", "Bone Morphs", 2),
("vertex_morphs", "Vertex", "Vertex Morphs", 3),
("group_morphs", "Group", "Group Morphs", 4),
],
default="vertex_morphs",
)
active_morph: bpy.props.IntProperty(
name="Active Morph",
min=0,
set=_setActiveMorph,
get=_getActiveMorph,
)
morph_panel_show_settings: bpy.props.BoolProperty(
name="Morph Panel Show Settings",
description="Show Morph Settings",
default=True,
)
active_mesh_index: bpy.props.IntProperty(
name="Active Mesh",
min=0,
set=_setActiveMeshObject,
get=_getActiveMeshObject,
)
# *************************
# Translation
# *************************
translation: bpy.props.PointerProperty(
name="Translation",
type=MMDTranslation,
)
@staticmethod
def __get_select(prop: bpy.types.Object) -> bool:
# TODO: Object.select is deprecated since v4.0.0, use Object.select_get() method instead
# utils.warn_deprecation("Object.select", "v4.0.0", "Use Object.select_get() method instead")
return prop.select_get()
@staticmethod
def __set_select(prop: bpy.types.Object, value: bool) -> None:
# TODO: Object.select is deprecated since v4.0.0, use Object.select_set() method instead
# utils.warn_deprecation("Object.select", "v4.0.0", "Use Object.select_set() method instead")
prop.select_set(value)
@staticmethod
def __get_hide(prop: bpy.types.Object) -> bool:
# TODO: Object.hide is deprecated since v4.0.0, use Object.hide_get() method instead
# utils.warn_deprecation("Object.hide", "v4.0.0", "Use Object.hide_get() method instead")
return prop.hide_get()
@staticmethod
def __set_hide(prop: bpy.types.Object, value: bool) -> None:
# TODO: Object.hide is deprecated since v4.0.0, use Object.hide_set() method instead
# utils.warn_deprecation("Object.hide", "v4.0.0", "Use Object.hide_set() method instead")
prop.hide_set(value)
if prop.hide_viewport != value:
prop.hide_viewport = value
@staticmethod
def register():
bpy.types.Object.mmd_type = patch_library_overridable(
bpy.props.EnumProperty(
name="Type",
description="Internal MMD type of this object (DO NOT CHANGE IT DIRECTLY)",
default="NONE",
items=[
("NONE", "None", "", 1),
("ROOT", "Root", "", 2),
("RIGID_GRP_OBJ", "Rigid Body Grp Empty", "", 3),
("JOINT_GRP_OBJ", "Joint Grp Empty", "", 4),
("TEMPORARY_GRP_OBJ", "Temporary Grp Empty", "", 5),
("PLACEHOLDER", "Place Holder", "", 6),
("CAMERA", "Camera", "", 21),
("JOINT", "Joint", "", 22),
("RIGID_BODY", "Rigid body", "", 23),
("LIGHT", "Light", "", 24),
("TRACK_TARGET", "Track Target", "", 51),
("NON_COLLISION_CONSTRAINT", "Non Collision Constraint", "", 52),
("SPRING_CONSTRAINT", "Spring Constraint", "", 53),
("SPRING_GOAL", "Spring Goal", "", 54),
],
)
)
bpy.types.Object.mmd_root = patch_library_overridable(bpy.props.PointerProperty(type=MMDRoot))
bpy.types.Object.select = patch_library_overridable(
bpy.props.BoolProperty(
get=MMDRoot.__get_select,
set=MMDRoot.__set_select,
options={
"SKIP_SAVE",
"ANIMATABLE",
"LIBRARY_EDITABLE",
},
)
)
bpy.types.Object.hide = patch_library_overridable(
bpy.props.BoolProperty(
get=MMDRoot.__get_hide,
set=MMDRoot.__set_hide,
options={
"SKIP_SAVE",
"ANIMATABLE",
"LIBRARY_EDITABLE",
},
)
)
@staticmethod
def unregister():
del bpy.types.Object.hide
del bpy.types.Object.select
del bpy.types.Object.mmd_root
del bpy.types.Object.mmd_type